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<blockquote data-quote="CuRoi" data-source="post: 5625648" data-attributes="member: 98032"><p>I suppose I write a campaign for myself. Then, my players thoroughly enjoy it, hijack it, and make it their own. I'm not sure who gets the better end of the deal in the end...</p><p> </p><p></p><p> </p><p>As much as I expect and enjoy players mucking with my plans, I do try to stick to a semblance of the campaign I came up with in my demented little brain while planning between sessions. My campaign world is bigger than the PCs and while they are the stars of the story I want them to know and feel there is "more out there". </p><p> </p><p>I do also try to add in elements that focus on the players / PC party which I feel they will enjoy. It's hit or miss of course, but for the most part they enjoy the personal touches I add. Side quests for specific PCs, NPCs tailored to a particular aspect of a PC, items and rewards they will enjoy, etc. </p><p> </p><p>That's on the story side. Rules side, I make it clear I run a rules light game. Meaning I only want Core books. IMO that is for my own sanity but also for my players. Too many extra splat books etc. and the rules become the stars not the story IMO. I've had players disagree at first with that approach, but I've never had on leave the table because of it. Eventually, they get it and really enjoy the game.</p><p> </p><p></p><p> </p><p>Sort of - I can't say I really hate the Cortex system which is at the foundation of the Serenity RPG for instance. Lots of aspects are nice, fast moving, encourage player interaction, etc. I can say there are enough holes in it you can fly a mid-bulk transport through it in places. So I've gladly run buggy systems for the benefit of a group of players...</p></blockquote><p></p>
[QUOTE="CuRoi, post: 5625648, member: 98032"] I suppose I write a campaign for myself. Then, my players thoroughly enjoy it, hijack it, and make it their own. I'm not sure who gets the better end of the deal in the end... As much as I expect and enjoy players mucking with my plans, I do try to stick to a semblance of the campaign I came up with in my demented little brain while planning between sessions. My campaign world is bigger than the PCs and while they are the stars of the story I want them to know and feel there is "more out there". I do also try to add in elements that focus on the players / PC party which I feel they will enjoy. It's hit or miss of course, but for the most part they enjoy the personal touches I add. Side quests for specific PCs, NPCs tailored to a particular aspect of a PC, items and rewards they will enjoy, etc. That's on the story side. Rules side, I make it clear I run a rules light game. Meaning I only want Core books. IMO that is for my own sanity but also for my players. Too many extra splat books etc. and the rules become the stars not the story IMO. I've had players disagree at first with that approach, but I've never had on leave the table because of it. Eventually, they get it and really enjoy the game. Sort of - I can't say I really hate the Cortex system which is at the foundation of the Serenity RPG for instance. Lots of aspects are nice, fast moving, encourage player interaction, etc. I can say there are enough holes in it you can fly a mid-bulk transport through it in places. So I've gladly run buggy systems for the benefit of a group of players... [/QUOTE]
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