Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Character-driven or Reactive?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="rushlight" data-source="post: 1446033" data-attributes="member: 3801"><p>I ran a 3-year campaign, successfully, that was very plot-driven. The players knew about the idea of the campaign going into it, and everyone loved it. But at the conclusion of the campaign, I started asking for feedback about what they would like in the next one, and what they didn't really like about the first one.</p><p> </p><p>One thing they all mentioned is that the first campaign was that they felt "pushed" along by the events of the world. Basically, things were going on around them, and they had to actively work to prevent them. There wasn't alot of "down-time" for them to spend 3 months making magic items and whatnot. </p><p> </p><p>So, for the next campaign, I decided to take a different tack. I asked each player for a list of what his character would like to accomplish - both long and short term goals. Once the game started, everyone just sat around... No one had any motivation to accomplish anything. They made no progress toward anything, and the game was too stale. So, I ended up re-working the whole thing, and bringing back the forces of the world with which to drive them.</p><p> </p><p>Now, it's not really a "forced plot" campaign, but it's sort of character independent. Country "A" is planning to go to war with Country "B" over whatever. Country "A" has a definate timetable with which they will exectute their plans. If the players intend to stop this war, then they better get crackin' - the world will not wait for them to research every war-spell known to man and make 30 Rings of Protection +5 for their elite guard. Of course, they have the option of *not* attempting to stop the war (and going about doing something else - there's alot going on in the world!) or even helping to start the war and win it. So they aren't forced down any path, but they need to make decisions much quicker. Also, they still have some larger goals, broad in scope, that they are also working toward...</p><p> </p><p>I guess in short, unless you've got players who know what they want and are willing to work to get it, then you should tell them what they want and then they'll work to get it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="rushlight, post: 1446033, member: 3801"] I ran a 3-year campaign, successfully, that was very plot-driven. The players knew about the idea of the campaign going into it, and everyone loved it. But at the conclusion of the campaign, I started asking for feedback about what they would like in the next one, and what they didn't really like about the first one. One thing they all mentioned is that the first campaign was that they felt "pushed" along by the events of the world. Basically, things were going on around them, and they had to actively work to prevent them. There wasn't alot of "down-time" for them to spend 3 months making magic items and whatnot. So, for the next campaign, I decided to take a different tack. I asked each player for a list of what his character would like to accomplish - both long and short term goals. Once the game started, everyone just sat around... No one had any motivation to accomplish anything. They made no progress toward anything, and the game was too stale. So, I ended up re-working the whole thing, and bringing back the forces of the world with which to drive them. Now, it's not really a "forced plot" campaign, but it's sort of character independent. Country "A" is planning to go to war with Country "B" over whatever. Country "A" has a definate timetable with which they will exectute their plans. If the players intend to stop this war, then they better get crackin' - the world will not wait for them to research every war-spell known to man and make 30 Rings of Protection +5 for their elite guard. Of course, they have the option of *not* attempting to stop the war (and going about doing something else - there's alot going on in the world!) or even helping to start the war and win it. So they aren't forced down any path, but they need to make decisions much quicker. Also, they still have some larger goals, broad in scope, that they are also working toward... I guess in short, unless you've got players who know what they want and are willing to work to get it, then you should tell them what they want and then they'll work to get it. :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Character-driven or Reactive?
Top