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<blockquote data-quote="Golem Joe" data-source="post: 239361" data-attributes="member: 4123"><p>I've learned better than that. If its one thing I can depend on, its for players to throw a big monkey wrench into any adventure you design -- especially when they are just trying on the shoes of their characters. Sure, there are a few that feel it is their duty to eat the worm and follow the plot, but it only takes one to lead the whole thing into uncharted waters.</p><p></p><p>So I do one of two things. If I already have a campaign fairly conceptualized (who the main villains are going to be, goals, etc.), I'll throw together 2-3 very rough plot hooks and toss them out there. I'll let the group decide which of these they want to follow before I really set to developing it. This way, I don't waste a lot of time on something that's destined for the file cabinet.</p><p></p><p>The other possibility is to break out a published adventure and run it. This way, the only work I have to do is to tweak the intro to fit my group, and perhaps tweak a few minor details for the campaign. This is sometimes preferable, especially if everyone is getting to know new characters or a new system. It takes some of the pressure off everyone. Then, when that's finished, the players are ready to tear into the real campaign.</p><p></p><p>Those are, at least, the things that work for me.</p><p></p><p>Golem Joe</p></blockquote><p></p>
[QUOTE="Golem Joe, post: 239361, member: 4123"] I've learned better than that. If its one thing I can depend on, its for players to throw a big monkey wrench into any adventure you design -- especially when they are just trying on the shoes of their characters. Sure, there are a few that feel it is their duty to eat the worm and follow the plot, but it only takes one to lead the whole thing into uncharted waters. So I do one of two things. If I already have a campaign fairly conceptualized (who the main villains are going to be, goals, etc.), I'll throw together 2-3 very rough plot hooks and toss them out there. I'll let the group decide which of these they want to follow before I really set to developing it. This way, I don't waste a lot of time on something that's destined for the file cabinet. The other possibility is to break out a published adventure and run it. This way, the only work I have to do is to tweak the intro to fit my group, and perhaps tweak a few minor details for the campaign. This is sometimes preferable, especially if everyone is getting to know new characters or a new system. It takes some of the pressure off everyone. Then, when that's finished, the players are ready to tear into the real campaign. Those are, at least, the things that work for me. Golem Joe [/QUOTE]
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