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<blockquote data-quote="Oofta" data-source="post: 8290526" data-attributes="member: 6801845"><p>In my campaigns, I decide a current setting, a few different factions and groups with differing goals and strategies. I do have a general idea of what's going to happen if the PCs don't act, but other than that it's the world reacting to the actions of the PCs. For example in a previous campaign there was a dragon claiming to be the returned Emperor that was consolidating power and reuniting city-states by force. The PCs didn't have to get involved in which the dragon would have been successful and taken over the region. Even then there was no guarantee of success.</p><p></p><p>So yes, the story emerges from what the players decide to do. I will also say that there are times when I will emphasize or drop possible story lines depending on player interest. Basically I only have a rough outline and the story goes where the fun is.</p><p></p><p>When it comes to rules, I only have a handful of house rules but try to be flexible with improvised actions. However (and I think I just mentioned this on another thread) things that PCs do without explicit magic or supernatural still have to be visually plausible. Think things that you would see in an action movie or the LOTR films. They can do things that are just barely plausible, so Die Hard but wire-fu. </p><p></p><p>On a related note, I do want PC choices to matter so there will be times when I ask for a skill check. If you make a convincing argument I'll take it into account for that persuasion check and adjust the DC or give advantage. I also have a sheet of everybody's skills and modifiers along with tools and background bonuses. It helps me remember to challenge a variety of skills so everyone can contribute.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8290526, member: 6801845"] In my campaigns, I decide a current setting, a few different factions and groups with differing goals and strategies. I do have a general idea of what's going to happen if the PCs don't act, but other than that it's the world reacting to the actions of the PCs. For example in a previous campaign there was a dragon claiming to be the returned Emperor that was consolidating power and reuniting city-states by force. The PCs didn't have to get involved in which the dragon would have been successful and taken over the region. Even then there was no guarantee of success. So yes, the story emerges from what the players decide to do. I will also say that there are times when I will emphasize or drop possible story lines depending on player interest. Basically I only have a rough outline and the story goes where the fun is. When it comes to rules, I only have a handful of house rules but try to be flexible with improvised actions. However (and I think I just mentioned this on another thread) things that PCs do without explicit magic or supernatural still have to be visually plausible. Think things that you would see in an action movie or the LOTR films. They can do things that are just barely plausible, so Die Hard but wire-fu. On a related note, I do want PC choices to matter so there will be times when I ask for a skill check. If you make a convincing argument I'll take it into account for that persuasion check and adjust the DC or give advantage. I also have a sheet of everybody's skills and modifiers along with tools and background bonuses. It helps me remember to challenge a variety of skills so everyone can contribute. [/QUOTE]
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