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General Tabletop Discussion
*Dungeons & Dragons
Do I Have To Have Players?
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<blockquote data-quote="Ruin Explorer" data-source="post: 8768200" data-attributes="member: 18"><p>Not really. I'm kind of the opposite way. I get <em>bored</em> writing extremely elaborate campaigns because I want to know what the players will actually doing, rather than trying to either:</p><p></p><p>A) Write super-long-range detailed predictions of what they might do.</p><p></p><p>or</p><p></p><p>B) Write a mediocre-to-bad fantasy story that is pretending to be a campaign.</p><p></p><p>The latter has been consistently a huge issue in TT RPGs, I was reading some commentary from one of the White Wolf lead designers about it. They tried to get people to write like, actual campaigns, but they kept ending up getting what were essentially just stories where the players were basically onlookers whilst NPCs did cool stuff, and even if you avoid the NPCs doing the cool stuff - which even TSR/WotC fall into at times - you're still doing something kind of to the side of writing an actual campaign.</p><p></p><p>I'm running Spire at the moment, and the "campaign frames" it has are much more like what I tend to write, which is a like a large-scale, longer-term scenario, but where anything but the initial parts aren't really detailed and are pretty theoretical, and where it's more about creating interesting moving parts to play with than telling a specific story.</p><p></p><p>And if you're not telling a specific story, you don't get the "my precious campaign!" factor! But hey at least you get that it's an issue, rather than just clutching your specific story to your chest and weeping lol.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8768200, member: 18"] Not really. I'm kind of the opposite way. I get [I]bored[/I] writing extremely elaborate campaigns because I want to know what the players will actually doing, rather than trying to either: A) Write super-long-range detailed predictions of what they might do. or B) Write a mediocre-to-bad fantasy story that is pretending to be a campaign. The latter has been consistently a huge issue in TT RPGs, I was reading some commentary from one of the White Wolf lead designers about it. They tried to get people to write like, actual campaigns, but they kept ending up getting what were essentially just stories where the players were basically onlookers whilst NPCs did cool stuff, and even if you avoid the NPCs doing the cool stuff - which even TSR/WotC fall into at times - you're still doing something kind of to the side of writing an actual campaign. I'm running Spire at the moment, and the "campaign frames" it has are much more like what I tend to write, which is a like a large-scale, longer-term scenario, but where anything but the initial parts aren't really detailed and are pretty theoretical, and where it's more about creating interesting moving parts to play with than telling a specific story. And if you're not telling a specific story, you don't get the "my precious campaign!" factor! But hey at least you get that it's an issue, rather than just clutching your specific story to your chest and weeping lol. [/QUOTE]
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