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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Do I Have To Have Players?
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="Blue" data-source="post: 8774759" data-attributes="member: 20564"><p>My method literally can't have this problem, because a lot of the campaign building is based on player interest. I at most have some ideas for a 2nd Act so I can start to foreshadow and lay foundations, but all of that is Schrodinger's Plot that isn't true until it hits the table.</p><p></p><p>I start with very broad strokes, view from 50K feet sort of thing. What I want is things made of plot hooks and awesome. I want players to hear about this without being overwhelmed, and be able to go "I want my character to be from there" or "I want to adventure there". Just enough of a framework for them to hang ideas on. Details are my enemy at this stage.</p><p></p><p>Then session 0 with the players. Where we discuss the world, what they are interested in, and make characters. I give my players a lot of narrative control around their characters and other things that don't impact the foundational ideas of the setting. But can add them - last campaign I had players ask if the Dwarves could have been genocided, if Drow and Halflings can be created races, and if the planet itself could be the body of a murdered god with the skull as a moon. None of these impacted other ideas I had so I said yes to all of them. Having engaged players is a blessing.</p><p></p><p>As part of that I'm thinking about what types of questions the uniqueness of this setting is good to answer, stories that fit better here then a generic world, especially giving the nature of our protagonists. This gives me big vision ideas about the direction the campaign can go. I make sure to tie in what the players suggest, as well as specific character arcs.</p><p></p><p>From there I start, and campaign direction is very much influenced by player interest and character actions. My last three completed campaigns were 4.5 years, 7 years, and 4 years. None of them ended anywhere I would have imagined when I started.</p><p></p><p>I'm not afraid to discard plans for better plans, to kill my darlings - discard plots, NPCs, scenes and the like that I envision but don't serve where we (the players and I) end up going. Again, nothing is true until it hits the table, but once it hits the table anything new I introduce needs to be consistent without retcon.</p><p></p><p>Different groups of players I've run for have had varying levels of comfort with "grabbing the reins" about what they want to do. The most common is the majority of the time picking among hooks I dangle before them, though often going about them in ways I never envisioned. I love getting surprised by players, it's one of my joys as DM.</p><p></p><p>Late game there's more that's already been set by play, so less room to adjust things while still avoiding any retcons. So the goals of the last act of play are usually firmer set by the time we get up to them, even if there are undefined at the start of play.</p></blockquote><p></p>
[QUOTE="Blue, post: 8774759, member: 20564"] My method literally can't have this problem, because a lot of the campaign building is based on player interest. I at most have some ideas for a 2nd Act so I can start to foreshadow and lay foundations, but all of that is Schrodinger's Plot that isn't true until it hits the table. I start with very broad strokes, view from 50K feet sort of thing. What I want is things made of plot hooks and awesome. I want players to hear about this without being overwhelmed, and be able to go "I want my character to be from there" or "I want to adventure there". Just enough of a framework for them to hang ideas on. Details are my enemy at this stage. Then session 0 with the players. Where we discuss the world, what they are interested in, and make characters. I give my players a lot of narrative control around their characters and other things that don't impact the foundational ideas of the setting. But can add them - last campaign I had players ask if the Dwarves could have been genocided, if Drow and Halflings can be created races, and if the planet itself could be the body of a murdered god with the skull as a moon. None of these impacted other ideas I had so I said yes to all of them. Having engaged players is a blessing. As part of that I'm thinking about what types of questions the uniqueness of this setting is good to answer, stories that fit better here then a generic world, especially giving the nature of our protagonists. This gives me big vision ideas about the direction the campaign can go. I make sure to tie in what the players suggest, as well as specific character arcs. From there I start, and campaign direction is very much influenced by player interest and character actions. My last three completed campaigns were 4.5 years, 7 years, and 4 years. None of them ended anywhere I would have imagined when I started. I'm not afraid to discard plans for better plans, to kill my darlings - discard plots, NPCs, scenes and the like that I envision but don't serve where we (the players and I) end up going. Again, nothing is true until it hits the table, but once it hits the table anything new I introduce needs to be consistent without retcon. Different groups of players I've run for have had varying levels of comfort with "grabbing the reins" about what they want to do. The most common is the majority of the time picking among hooks I dangle before them, though often going about them in ways I never envisioned. I love getting surprised by players, it's one of my joys as DM. Late game there's more that's already been set by play, so less room to adjust things while still avoiding any retcons. So the goals of the last act of play are usually firmer set by the time we get up to them, even if there are undefined at the start of play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Do I Have To Have Players?
Top