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<blockquote data-quote="Cody C. Lewis" data-source="post: 6902653" data-attributes="member: 6802841"><p>I would say that the way of prep I am encouraging isn't <em>quite </em>that extreme. Let's consider a campaign module, SKT. Without spoiling anything, the campaign has a story. The campaign has hooks for the players (whatever your group's motivators are). The campaign has conflicts, that occur regardless of what happened with the resolution of the other conflicts. </p><p></p><p>Specifically the book (again no real spoilers) gives a conflict in a certain town. The book informs the GMs of the scene's ANTAGONIST's motivation. It then let's GMs know that the players may try to do all kinds of things, but the antagonist will try X. The players might fight, flee, compromise, betray, use a wish, call for divine help, hide etc. The resolution of the conflict is unimportant. What's important is creating a great conflict, not telling a story.</p><p></p><p>And this conflict happens whether the players are here, there or elsewhere. It happens if they've already died, or become amazing heroes up and down the coast. That still absolutely gives you the ability to 'drive' to your story, to create a campaign with purpose, but without railroading your players into "ok they'll go here and then here and then fight this guy here, and then they'll get this artifact which they'll use here etc."-- which is a trap that I think is easy to fall into even for experienced GMs sometime.</p></blockquote><p></p>
[QUOTE="Cody C. Lewis, post: 6902653, member: 6802841"] I would say that the way of prep I am encouraging isn't [I]quite [/I]that extreme. Let's consider a campaign module, SKT. Without spoiling anything, the campaign has a story. The campaign has hooks for the players (whatever your group's motivators are). The campaign has conflicts, that occur regardless of what happened with the resolution of the other conflicts. Specifically the book (again no real spoilers) gives a conflict in a certain town. The book informs the GMs of the scene's ANTAGONIST's motivation. It then let's GMs know that the players may try to do all kinds of things, but the antagonist will try X. The players might fight, flee, compromise, betray, use a wish, call for divine help, hide etc. The resolution of the conflict is unimportant. What's important is creating a great conflict, not telling a story. And this conflict happens whether the players are here, there or elsewhere. It happens if they've already died, or become amazing heroes up and down the coast. That still absolutely gives you the ability to 'drive' to your story, to create a campaign with purpose, but without railroading your players into "ok they'll go here and then here and then fight this guy here, and then they'll get this artifact which they'll use here etc."-- which is a trap that I think is easy to fall into even for experienced GMs sometime. [/QUOTE]
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