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<blockquote data-quote="WHW4" data-source="post: 5702637" data-attributes="member: 63382"><p>"Sandbox style but with some overarching goal beyond power and alignment"</p><p></p><p>When playing I always try to accrue personal power for myself, carve a section of the campaign world out (at least figuratively) and "own" as much of it as I can, while still hopefully driving conflict and stories for the DM through my actions.</p><p></p><p>When running, I don't know what exactly is in 90% of the hexes on my map, I throw rumors like crazy at the group, which sometimes do and sometimes don't pan out into something interesting. I encourage the same sort of "stake your claim" playstyle I enjoy as a player. I never worry about awarding xp (and my players have finally stopped asking for it after encounters), I let major conflicts and scenario resolution determine experience growth. I have stopped caring if I drop a powerful item or grant a player an uber ability: I have prayed at the Altar of Balance for some 8 years, and now I have found it is less of a headache in just asking someone what they want, and finding a cool or interesting way to give it to them without blowing up the world.</p><p></p><p>The players themselves I let come up with "overarching goals" I simply have events happening in the world, which will roll on whether the PCs fight, run, or come back to later. I am no respecter of level or CR. If they decide to wander into a dragon's den, it will eat them if it can manage it.</p><p></p><p>My main focus is in giving enough detail for the world to matter to them, but not giving it so much that they feel there's no stone left unturned and nothing new under the sun.</p><p></p><p>PS: I love hex maps. Not really on topic, but I've been doing maps for my campaign lately and they are excellent for brainstorming conflicts/adventure sites.</p></blockquote><p></p>
[QUOTE="WHW4, post: 5702637, member: 63382"] "Sandbox style but with some overarching goal beyond power and alignment" When playing I always try to accrue personal power for myself, carve a section of the campaign world out (at least figuratively) and "own" as much of it as I can, while still hopefully driving conflict and stories for the DM through my actions. When running, I don't know what exactly is in 90% of the hexes on my map, I throw rumors like crazy at the group, which sometimes do and sometimes don't pan out into something interesting. I encourage the same sort of "stake your claim" playstyle I enjoy as a player. I never worry about awarding xp (and my players have finally stopped asking for it after encounters), I let major conflicts and scenario resolution determine experience growth. I have stopped caring if I drop a powerful item or grant a player an uber ability: I have prayed at the Altar of Balance for some 8 years, and now I have found it is less of a headache in just asking someone what they want, and finding a cool or interesting way to give it to them without blowing up the world. The players themselves I let come up with "overarching goals" I simply have events happening in the world, which will roll on whether the PCs fight, run, or come back to later. I am no respecter of level or CR. If they decide to wander into a dragon's den, it will eat them if it can manage it. My main focus is in giving enough detail for the world to matter to them, but not giving it so much that they feel there's no stone left unturned and nothing new under the sun. PS: I love hex maps. Not really on topic, but I've been doing maps for my campaign lately and they are excellent for brainstorming conflicts/adventure sites. [/QUOTE]
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