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<blockquote data-quote="Ycore Rixle" data-source="post: 5663609" data-attributes="member: 675"><p>I'm with everyone else too. Don't spend hours upon hours writing plot for your campaigns. You can spend a lot of time writing characters, writing motivations for those characters, writing locations, writing new spells and items and fighting styles and classes. But don't write plot; you'll inevitably be disappointed. The players get to choose their actions based on your setting; you get to build your setting based on their actions. It's a cycle.</p><p></p><p>At the table, pull out your characters and your motivations and your locations in response to what the PCs are doing. Say you designed an awesome spider's lair. But the PCs go to the bar instead of the haunted wood. Oops, you know what? Turns out that spider's lair is in the attic of the tavern after all, not the haunted wood, and the NPC the players were looking for has just been snatched up on a stew run and is being coccooned up under the eaves. In other words, move stuff around behind the scenes to use all your tools where the PCs want to go. Don't wait for the PCs to go where you want your tools to be.</p><p></p><p>As others have pointed out, it's a lot more fun for the GM this way. Well, at least for me. Because this way, I get to experience the story along with the players. I have no idea how things are going to turn out. I just have to make sure that the world is consistent - if the spider lives above the tavern, that means he always has, and it probably means that the town has a spider problem, so maybe there's a spider cult in town, and maybe that mysterious fang pendant the party found in the last dungeon is actually an artifact of this spider cult, and moreover it's an artifact they're willing to hire assassins to get back.</p><p></p><p>Keep the world consistent, but let it be written as you play, not as you prepare.</p></blockquote><p></p>
[QUOTE="Ycore Rixle, post: 5663609, member: 675"] I'm with everyone else too. Don't spend hours upon hours writing plot for your campaigns. You can spend a lot of time writing characters, writing motivations for those characters, writing locations, writing new spells and items and fighting styles and classes. But don't write plot; you'll inevitably be disappointed. The players get to choose their actions based on your setting; you get to build your setting based on their actions. It's a cycle. At the table, pull out your characters and your motivations and your locations in response to what the PCs are doing. Say you designed an awesome spider's lair. But the PCs go to the bar instead of the haunted wood. Oops, you know what? Turns out that spider's lair is in the attic of the tavern after all, not the haunted wood, and the NPC the players were looking for has just been snatched up on a stew run and is being coccooned up under the eaves. In other words, move stuff around behind the scenes to use all your tools where the PCs want to go. Don't wait for the PCs to go where you want your tools to be. As others have pointed out, it's a lot more fun for the GM this way. Well, at least for me. Because this way, I get to experience the story along with the players. I have no idea how things are going to turn out. I just have to make sure that the world is consistent - if the spider lives above the tavern, that means he always has, and it probably means that the town has a spider problem, so maybe there's a spider cult in town, and maybe that mysterious fang pendant the party found in the last dungeon is actually an artifact of this spider cult, and moreover it's an artifact they're willing to hire assassins to get back. Keep the world consistent, but let it be written as you play, not as you prepare. [/QUOTE]
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