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General Tabletop Discussion
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Does a campaign world need to exist beyond what the characters interact with?
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<blockquote data-quote="Oofta" data-source="post: 8821082" data-attributes="member: 6801845"><p>To me, this really depends on campaign style. If I've agreed to play a module, I'll do my best to color within the lines and stay on track. If we're doing more of a sandbox campaign like I run, then if they want to ignore all the plot hooks, we'll figure something out.</p><p></p><p><em>However </em>there is a limit. I had a player once that went out of his way to avoid plot hooks, even ones designed to appeal to his stated character goals. Not only was this annoying to the rest of the group, but if I ever tried to insert an important NPC or event the first thing he would do was run as fast as possible in the opposite direction. He finally left the group stating that he wanted to play a game where the group was in a tavern and "stuff happened". What stuff, other than running up a bar tab? I have no clue because he rejected anything and everything I set in his path.</p><p></p><p>Now? I ask poll the players after a we resolve whatever story arc they chose last time (usually takes 2-4 sessions) what they want to do next session so I can prep for it. I still improvise a lot but we've all agreed that if the group is investigating why all the cattle have disappeared in the local village, that's what we're going to do. <em>How</em> they go about the investigation and what they do about it is totally up to them. Meanwhile the thread they didn't pursue about people in the poorer part of town going berserk with rumors of a new drug may just fade away or be tied into a future potential arc.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8821082, member: 6801845"] To me, this really depends on campaign style. If I've agreed to play a module, I'll do my best to color within the lines and stay on track. If we're doing more of a sandbox campaign like I run, then if they want to ignore all the plot hooks, we'll figure something out. [I]However [/I]there is a limit. I had a player once that went out of his way to avoid plot hooks, even ones designed to appeal to his stated character goals. Not only was this annoying to the rest of the group, but if I ever tried to insert an important NPC or event the first thing he would do was run as fast as possible in the opposite direction. He finally left the group stating that he wanted to play a game where the group was in a tavern and "stuff happened". What stuff, other than running up a bar tab? I have no clue because he rejected anything and everything I set in his path. Now? I ask poll the players after a we resolve whatever story arc they chose last time (usually takes 2-4 sessions) what they want to do next session so I can prep for it. I still improvise a lot but we've all agreed that if the group is investigating why all the cattle have disappeared in the local village, that's what we're going to do. [I]How[/I] they go about the investigation and what they do about it is totally up to them. Meanwhile the thread they didn't pursue about people in the poorer part of town going berserk with rumors of a new drug may just fade away or be tied into a future potential arc. [/QUOTE]
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Does a campaign world need to exist beyond what the characters interact with?
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