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GMing Mistakes You’ve Made in the Past
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<blockquote data-quote="zakael19" data-source="post: 9646789" data-attributes="member: 7044099"><p>Oh, here's another one:</p><p></p><p>- Running pre-written campaign-length adventures.</p><p></p><p>Results in unsatisfying play if you want to see your players be self-directed, since you have to be always thinking about how to "hit the next plot point." Generally badly written, uninteresting narratives. Requires a well adhered to social contract across the table to function. If using non-OSR products, tons of prep time (the worst: Symbaroum's stuff my GOD) to take products usually written to be read to make them table usable.</p><p></p><p>Realized this running Call of the Netherdeep, where after some really egregious railroading for the first while it drops you into a big city and says "so have the players pick a faction, and then there's 7 days between faction quest offers. Dunno, figure something out." So I walked through the Gazetteer with the players, and they were like "hey, this situation sounds interesting (in the book: this is outside the scope of this campaign)." </p><p></p><p>So I walked around the table and had them all answer a couple of questions to take it from a one liner to a player + character invested narrative that we spent like 3 or 4 sessions going through almost entirely improvised between faction missions.</p><p></p><p>They said it was the most fun part of the entire campaign. I gave up running pre-written campaigns after that.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9646789, member: 7044099"] Oh, here's another one: - Running pre-written campaign-length adventures. Results in unsatisfying play if you want to see your players be self-directed, since you have to be always thinking about how to "hit the next plot point." Generally badly written, uninteresting narratives. Requires a well adhered to social contract across the table to function. If using non-OSR products, tons of prep time (the worst: Symbaroum's stuff my GOD) to take products usually written to be read to make them table usable. Realized this running Call of the Netherdeep, where after some really egregious railroading for the first while it drops you into a big city and says "so have the players pick a faction, and then there's 7 days between faction quest offers. Dunno, figure something out." So I walked through the Gazetteer with the players, and they were like "hey, this situation sounds interesting (in the book: this is outside the scope of this campaign)." So I walked around the table and had them all answer a couple of questions to take it from a one liner to a player + character invested narrative that we spent like 3 or 4 sessions going through almost entirely improvised between faction missions. They said it was the most fun part of the entire campaign. I gave up running pre-written campaigns after that. [/QUOTE]
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