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Game Masters: Shooting Your Own Campaign in the Foot
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<blockquote data-quote="R_J_K75" data-source="post: 8074562" data-attributes="member: 6921294"><p>Reminds me of the last campaign I ran. We ran a session zero and decided on a campaign theme, location and the PCs the players were going to play. I had a general story outline in my head of how the campaign might go but nothing set in stone. I whipped up a quick first session adventure, introduced a MacGuffin, and just let the players have at it. After that I stopped writing adventures and just created brief outlines most of which were based more on the results of their actions rather than anything I had planned. Unfortunately the game broke up because of players work schedules, but it was really funny as the campaign ended up miles away figuratively and literally where we started. They got obsessed with infiltrating this warehouse that was initially nothing more than warehouse. As the game went on though I added it as a point of interest to be explored if they wanted to. I just set the stage and then let them do whatever they wanted and just reacted. One day a few weeks before the game broke up me and one of the players were talking about the game and he was asking me a bunch of questions about things that had happened, if they were supposed to do this, what would've happened if they had done this instead of that, etc and I said honestly I dont know we're all just making it up as we go along.</p></blockquote><p></p>
[QUOTE="R_J_K75, post: 8074562, member: 6921294"] Reminds me of the last campaign I ran. We ran a session zero and decided on a campaign theme, location and the PCs the players were going to play. I had a general story outline in my head of how the campaign might go but nothing set in stone. I whipped up a quick first session adventure, introduced a MacGuffin, and just let the players have at it. After that I stopped writing adventures and just created brief outlines most of which were based more on the results of their actions rather than anything I had planned. Unfortunately the game broke up because of players work schedules, but it was really funny as the campaign ended up miles away figuratively and literally where we started. They got obsessed with infiltrating this warehouse that was initially nothing more than warehouse. As the game went on though I added it as a point of interest to be explored if they wanted to. I just set the stage and then let them do whatever they wanted and just reacted. One day a few weeks before the game broke up me and one of the players were talking about the game and he was asking me a bunch of questions about things that had happened, if they were supposed to do this, what would've happened if they had done this instead of that, etc and I said honestly I dont know we're all just making it up as we go along. [/QUOTE]
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