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Do You Prefer Sandbox or Party Level Areas In Your Game World?
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<blockquote data-quote="Lanefan" data-source="post: 8224889" data-attributes="member: 29398"><p>Question: after that somewhat linear story arc is finished, what then? Campaign over, or can they bash around until they find another such arc?</p><p></p><p>I ask as this is kind of how I do it - it's open-field until they get into something which will then become linear for a while (almost like an adventure path) until it's done, after which it's open-field again until they find their way into another longer-term arc; lather rinse repeat. During the open-field sections they can always find stand-alone adventures if they want to; and there's a few story threads running underneath just about everything which rear their ugly heads now and then.</p><p></p><p>I'll have some arcs planned out ahead of time, as in "if they get into adventure A it will almost certainly lead to B to C to D to E" because I've found (or written) a decent way of stringing those modules together; but how those arcs will fit in with and-or relate to each other in the bigger picture, or which ones will even get run or not, I often have no real idea until-unless they arise in play. That, and sometimes a series of what seem like stand-alone adventures can almost string themselves together into something bigger either via what the players/PCs do with them or via some pleasant coincidences that arise as things go along.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8224889, member: 29398"] Question: after that somewhat linear story arc is finished, what then? Campaign over, or can they bash around until they find another such arc? I ask as this is kind of how I do it - it's open-field until they get into something which will then become linear for a while (almost like an adventure path) until it's done, after which it's open-field again until they find their way into another longer-term arc; lather rinse repeat. During the open-field sections they can always find stand-alone adventures if they want to; and there's a few story threads running underneath just about everything which rear their ugly heads now and then. I'll have some arcs planned out ahead of time, as in "if they get into adventure A it will almost certainly lead to B to C to D to E" because I've found (or written) a decent way of stringing those modules together; but how those arcs will fit in with and-or relate to each other in the bigger picture, or which ones will even get run or not, I often have no real idea until-unless they arise in play. That, and sometimes a series of what seem like stand-alone adventures can almost string themselves together into something bigger either via what the players/PCs do with them or via some pleasant coincidences that arise as things go along. [/QUOTE]
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