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GMing: A D4 of Design-Run-Discuss-Reshape to Kick Off a Campaign
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<blockquote data-quote="Charles Dunwoody" data-source="post: 8100353" data-attributes="member: 17927"><p>The whole article explains how I envision doing this. The GM creates the adventure the players through their characters want to go on. It isn't complicated. Design happens then run. The design part includes the player input.</p><p></p><p>You could just wing it at the table but in a game like Alien I'd spend too much time writing the adventure as we play and not enough time running the game. So, you get player input. You write an adventure based on that input. You run it. The players discuss how it went. The GM takes the feedback. Design happens again on both the GM and player side. And more running.</p><p></p><p>Sometimes you have to wing it. That's why you have all those NPCs, locations, and PC interests to fall back on. But I would never try to wing an entire four hour session. That would be a tremendous amount of effort and stress.</p><p></p><p>If you think an adventure is a script that that the GM runs the players through then your definition varies wildly from mine. The adventure has challenges listed, NPC and xeno stats, rewards, etc. Trying to come up with all that on the fly would take a lot of time away from actually playing to see what the PCs do, where they go, who they talk to, who they fight, and what rewards they might earn.</p></blockquote><p></p>
[QUOTE="Charles Dunwoody, post: 8100353, member: 17927"] The whole article explains how I envision doing this. The GM creates the adventure the players through their characters want to go on. It isn't complicated. Design happens then run. The design part includes the player input. You could just wing it at the table but in a game like Alien I'd spend too much time writing the adventure as we play and not enough time running the game. So, you get player input. You write an adventure based on that input. You run it. The players discuss how it went. The GM takes the feedback. Design happens again on both the GM and player side. And more running. Sometimes you have to wing it. That's why you have all those NPCs, locations, and PC interests to fall back on. But I would never try to wing an entire four hour session. That would be a tremendous amount of effort and stress. If you think an adventure is a script that that the GM runs the players through then your definition varies wildly from mine. The adventure has challenges listed, NPC and xeno stats, rewards, etc. Trying to come up with all that on the fly would take a lot of time away from actually playing to see what the PCs do, where they go, who they talk to, who they fight, and what rewards they might earn. [/QUOTE]
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