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DUNGEON MASTERS: How do you do your session plans!?
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<blockquote data-quote="Blue" data-source="post: 6043934" data-attributes="member: 20564"><p>I love the upfront work of world building, and I throw in at least on secret related to everything, and rough out some things to do with the plot arcs I see at the beginning, but I can tell that a year into a campaign I'm never anyplace I could have seen from the start, and it's usually* better for it by adapting to what the characters do and the players want. And that goes again for the next 12 months, and the next.</p><p></p><p>I can't picture planning a campaign from day one, just putting in the start and some bones, and fleshing it out as it grows. Maybe it's my DM style - a DM I played with for decades always ran multiple groups in the same world, and there was always more adventures, events, and happenings then one group could cover, and I run the same way (but with a single group). Well over half the adventures, side treks, or directions I throw out there never get covered by the characters because they have a lot of free will and hopefully an abundance of ways to go.</p><p></p><p>Do you find you have to do a lot of adapting along the way? Or do you have a wide variety of things available that lead back to your main thrusts?</p><p></p><p>Cheers,</p><p>Blue</p><p></p><p>* Not always - I made a great flub introducing a new player who wanted to play as loner astrologer frost centaur druid a few years into an existing campaign. I set up lots of time in the frozen tundra Frost Centaur lands so they'd have a druidic native guide to the harsh winter and strange customs, but didn't gauge the character well, who shapechanged and pretended to be a big cat in frost centaur "civilization". A good number of sessions exploring things that I had imported into that area, but little integration of the character.</p></blockquote><p></p>
[QUOTE="Blue, post: 6043934, member: 20564"] I love the upfront work of world building, and I throw in at least on secret related to everything, and rough out some things to do with the plot arcs I see at the beginning, but I can tell that a year into a campaign I'm never anyplace I could have seen from the start, and it's usually* better for it by adapting to what the characters do and the players want. And that goes again for the next 12 months, and the next. I can't picture planning a campaign from day one, just putting in the start and some bones, and fleshing it out as it grows. Maybe it's my DM style - a DM I played with for decades always ran multiple groups in the same world, and there was always more adventures, events, and happenings then one group could cover, and I run the same way (but with a single group). Well over half the adventures, side treks, or directions I throw out there never get covered by the characters because they have a lot of free will and hopefully an abundance of ways to go. Do you find you have to do a lot of adapting along the way? Or do you have a wide variety of things available that lead back to your main thrusts? Cheers, Blue * Not always - I made a great flub introducing a new player who wanted to play as loner astrologer frost centaur druid a few years into an existing campaign. I set up lots of time in the frozen tundra Frost Centaur lands so they'd have a druidic native guide to the harsh winter and strange customs, but didn't gauge the character well, who shapechanged and pretended to be a big cat in frost centaur "civilization". A good number of sessions exploring things that I had imported into that area, but little integration of the character. [/QUOTE]
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DUNGEON MASTERS: How do you do your session plans!?
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