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Giving up on the Quest
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<blockquote data-quote="Arkhandus" data-source="post: 3617548" data-attributes="member: 13966"><p>Eh, not really. I haven't been actively roleplaying long enough to get tired of big quests and dungeon crawls and other such tropes. I still find them enjoyable.</p><p></p><p>That said, knowing my own strengths and weaknesses (and my preference for not being <em>stupidly/obstinately</em> railroaded, as opposed to discreetly and/or cleverly railroaded), the campaigns I run are generally free or nearly-free of railroading and big plots. My first campaign had an overall plot that was going to become apparent to the group over time, but allowed for plenty of free-roaming. That group fell apart from scheduling issues though.</p><p></p><p>My Rhunaria campaigns so far have been largely about exploration, character development, and personal quests. The party started out each time with a short adventure that would bring them together and give them a bit of unity as a group, so they'd have a reason to go adventuring together. And after that it's been entirely a matter of taking the campaign wherever the PCs feel like going at any given time. One way or another, adventure finds them or they seek out adventure for themselves.</p><p></p><p>Sometimes that's just been 'looking around town for any adventure or job opportunities', but most of the time the groups have found something personal to pursue. I figure out and present adventure hooks, and just let the PCs roam where they feel like and pursue whatever jobs or adventures they want to, which eventually leads to personal quests or goals, one way or another (usually as I just adapt to whatever they're doing at the moment, or when they pass through some place or meet someone that strikes up their interest).</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3617548, member: 13966"] Eh, not really. I haven't been actively roleplaying long enough to get tired of big quests and dungeon crawls and other such tropes. I still find them enjoyable. That said, knowing my own strengths and weaknesses (and my preference for not being [I]stupidly/obstinately[/I] railroaded, as opposed to discreetly and/or cleverly railroaded), the campaigns I run are generally free or nearly-free of railroading and big plots. My first campaign had an overall plot that was going to become apparent to the group over time, but allowed for plenty of free-roaming. That group fell apart from scheduling issues though. My Rhunaria campaigns so far have been largely about exploration, character development, and personal quests. The party started out each time with a short adventure that would bring them together and give them a bit of unity as a group, so they'd have a reason to go adventuring together. And after that it's been entirely a matter of taking the campaign wherever the PCs feel like going at any given time. One way or another, adventure finds them or they seek out adventure for themselves. Sometimes that's just been 'looking around town for any adventure or job opportunities', but most of the time the groups have found something personal to pursue. I figure out and present adventure hooks, and just let the PCs roam where they feel like and pursue whatever jobs or adventures they want to, which eventually leads to personal quests or goals, one way or another (usually as I just adapt to whatever they're doing at the moment, or when they pass through some place or meet someone that strikes up their interest). [/QUOTE]
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