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Giving up on the Quest
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<blockquote data-quote="(contact)" data-source="post: 3617587" data-attributes="member: 41"><p>Yes, I ran my <a href="http://www.enworld.org/showthread.php?t=31153" target="_blank">Liberation of Tenh game</a> this way-- the characters had just reached 9th level, and we were looking for a change of pace. I took over DMing chores, and my preferred DM style is player-driven plotting.</p><p></p><p>Even a player-centric game is going to need concrete goals-- difficult, time-consuming, multiple-adventure goals (i.e. a quest). If your players are knowledgeable about the campaign world, they may be able to pull political or appropriately high-level long term goals out of the setting (i.e "Free Tenh").</p><p></p><p>Otherwise, you're going to need to throw a lot of hooks at them in the form of rumors, NPCs and Big Happenings.</p><p></p><p>Remember, sometimes their reactions can show you what they think of a setting/location/NPC/hook even if they don't explicitly say, "let's go kick THAT guy's a-s!" You may have to slow-pitch them some adventures early on, until they get a sense that they really are in charge of their destinies.</p><p></p><p>Big Happenings are the most critical, IMO, because they represent the campaign world as it evolves without the PCs interferance. If a couple hundred refugees show up in your quiet little town one day, that's an adventure hook. Who displaced them? What does it mean for the group? For the world?</p><p></p><p>Without putting a huge monstrous conspiracy behind every event (a staple of many D&D campaigns, all the way back to the G-D-Q series), the world still has chains of political and environmental cause-and-effect, and offering the group free rein as to where they want to dive in to that cause-and-effect goodness is what the player-driven game is all about.</p><p></p><p>One trick I used with quite a bit of sucess is to stat up two or three encounters appropriate to the party's level, and just keep them around for when things bog down and a fight needs to happen. Usually, if you're careful, you can tie it into whatever plotline they are interested in at the time. </p><p></p><p>If you're quick-thinking, and can re-skin an encounter "theme" on the fly, you can also use these pre-prepared battle royales to buy yourself enough time to prepare location-based adventures (once the intrepid adventurers have finally decided, "yes, we really do need to go attack the Citadel of the Stone Raven") by filling up the remainder of a session with a couple of tough fights you'd prepped earlier.</p><p></p><p>When the next sesson rolls around, you've had time to prepare your location, and everyone wins.</p><p></p><p></p><p></p><p></p><p>Except the monsters.</p></blockquote><p></p>
[QUOTE="(contact), post: 3617587, member: 41"] Yes, I ran my [URL=http://www.enworld.org/showthread.php?t=31153]Liberation of Tenh game[/URL] this way-- the characters had just reached 9th level, and we were looking for a change of pace. I took over DMing chores, and my preferred DM style is player-driven plotting. Even a player-centric game is going to need concrete goals-- difficult, time-consuming, multiple-adventure goals (i.e. a quest). If your players are knowledgeable about the campaign world, they may be able to pull political or appropriately high-level long term goals out of the setting (i.e "Free Tenh"). Otherwise, you're going to need to throw a lot of hooks at them in the form of rumors, NPCs and Big Happenings. Remember, sometimes their reactions can show you what they think of a setting/location/NPC/hook even if they don't explicitly say, "let's go kick THAT guy's a-s!" You may have to slow-pitch them some adventures early on, until they get a sense that they really are in charge of their destinies. Big Happenings are the most critical, IMO, because they represent the campaign world as it evolves without the PCs interferance. If a couple hundred refugees show up in your quiet little town one day, that's an adventure hook. Who displaced them? What does it mean for the group? For the world? Without putting a huge monstrous conspiracy behind every event (a staple of many D&D campaigns, all the way back to the G-D-Q series), the world still has chains of political and environmental cause-and-effect, and offering the group free rein as to where they want to dive in to that cause-and-effect goodness is what the player-driven game is all about. One trick I used with quite a bit of sucess is to stat up two or three encounters appropriate to the party's level, and just keep them around for when things bog down and a fight needs to happen. Usually, if you're careful, you can tie it into whatever plotline they are interested in at the time. If you're quick-thinking, and can re-skin an encounter "theme" on the fly, you can also use these pre-prepared battle royales to buy yourself enough time to prepare location-based adventures (once the intrepid adventurers have finally decided, "yes, we really do need to go attack the Citadel of the Stone Raven") by filling up the remainder of a session with a couple of tough fights you'd prepped earlier. When the next sesson rolls around, you've had time to prepare your location, and everyone wins. Except the monsters. [/QUOTE]
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