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GM's What do you do to prepare for a game?
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<blockquote data-quote="boredgremlin" data-source="post: 2642111" data-attributes="member: 31646"><p>gotta agree with the little planning people. I read fantasy books and plot campaign ideas while i am on the shitter. But when it comes to actual planning i stat out a few monsters right before the game and just work on the fly. </p><p> </p><p> I set up a timeline for campaigns with each major power group and what they are up to. That way whatever players choose to do i have a pretty good idea what the reactions should be. I have been doing this for the last few years and everyone seems to have a lot more fun, they dont feel locked into my plots and the world is well thought out enough ahead of time to feel alive around the players. 80% of my planning happens pre-campaign, before the first session even begins. After that its all figuring out how players crazy actions affect the main story timeline. </p><p> </p><p> I find its a great system if you have qood memory and can quickly adapt on the fly to players ideas. I love just letting players loose in my world. I spin rumors, news stories, political intrigue and brutal non-human wars and battles. Its up to the players where they fit in and what they do. They just hear about the rest in taverns, unless of course it affects the world. Which it often does. I like setting campaigns in times of political upheaval, that way there is tons of chaos and whatever the players do affects the world, even when they choose to do nothing. This makes the players feel like movers and shakers without being rediculously high level and therefore immune to fear of body gaurds, evil goblins and the like. I allways found common heroes, ones who arent that great but try thier damndest to do what needs to be done as the most heroic of all. And everyone identifies with the underdog, its a human trait. </p><p></p><p> Let the players choose that underdog with a well thought out campaign world and they do so almost every time. I gives you a warm rosy glow when players actually pass up easy riches or power to do the right thing because your campaign story is well thought out enough to entice them to do good.</p></blockquote><p></p>
[QUOTE="boredgremlin, post: 2642111, member: 31646"] gotta agree with the little planning people. I read fantasy books and plot campaign ideas while i am on the shitter. But when it comes to actual planning i stat out a few monsters right before the game and just work on the fly. I set up a timeline for campaigns with each major power group and what they are up to. That way whatever players choose to do i have a pretty good idea what the reactions should be. I have been doing this for the last few years and everyone seems to have a lot more fun, they dont feel locked into my plots and the world is well thought out enough ahead of time to feel alive around the players. 80% of my planning happens pre-campaign, before the first session even begins. After that its all figuring out how players crazy actions affect the main story timeline. I find its a great system if you have qood memory and can quickly adapt on the fly to players ideas. I love just letting players loose in my world. I spin rumors, news stories, political intrigue and brutal non-human wars and battles. Its up to the players where they fit in and what they do. They just hear about the rest in taverns, unless of course it affects the world. Which it often does. I like setting campaigns in times of political upheaval, that way there is tons of chaos and whatever the players do affects the world, even when they choose to do nothing. This makes the players feel like movers and shakers without being rediculously high level and therefore immune to fear of body gaurds, evil goblins and the like. I allways found common heroes, ones who arent that great but try thier damndest to do what needs to be done as the most heroic of all. And everyone identifies with the underdog, its a human trait. Let the players choose that underdog with a well thought out campaign world and they do so almost every time. I gives you a warm rosy glow when players actually pass up easy riches or power to do the right thing because your campaign story is well thought out enough to entice them to do good. [/QUOTE]
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