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General Tabletop Discussion
*Pathfinder & Starfinder
Guiding players to more sandbox-y play?
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<blockquote data-quote="Quickleaf" data-source="post: 6183644" data-attributes="member: 20323"><p>If we are talking about tailoring the campaign to the group, I can think of 2 campaign modes that would be perfect:</p><p></p><p>(1) Dungeon Crawl: No real story or character background beyond "kill monsters, loot treasure", with a hearty dose of humor.</p><p></p><p>(2) Adventure-a-Week: Railroad with barest connection between sessions, so NPC names or plot points don't need to be remembered.</p><p></p><p>We did dungeon crawl for 12 sessions and it was a blast, but it reached its natural conclusion and was beginning to get stale. Doing an adventure-a-week means I would be limited to 2-4 encounter/scene adventures which would need to be self-contained and isolated from other adventures. It's definitely not my preference, but it is something I will ask the group: do they want a full-blooded campaign or would they prefer an adventure-a-week style?</p><p></p><p>Anyhow, I am constantly doing "well, you could do X or Y, what do you think?" At first I was hesitant because it felt hand-holdy and leading, but once I realized how at a loss they were I started doing it. Sure it can help, but it seems like training wheels to me...it feels like its me playing with myself at that point...eventually I'd like them move beyond that. </p><p></p><p>Again, if possible. It may be something that can't be changed. I dunno. That's what this thread is for.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6183644, member: 20323"] If we are talking about tailoring the campaign to the group, I can think of 2 campaign modes that would be perfect: (1) Dungeon Crawl: No real story or character background beyond "kill monsters, loot treasure", with a hearty dose of humor. (2) Adventure-a-Week: Railroad with barest connection between sessions, so NPC names or plot points don't need to be remembered. We did dungeon crawl for 12 sessions and it was a blast, but it reached its natural conclusion and was beginning to get stale. Doing an adventure-a-week means I would be limited to 2-4 encounter/scene adventures which would need to be self-contained and isolated from other adventures. It's definitely not my preference, but it is something I will ask the group: do they want a full-blooded campaign or would they prefer an adventure-a-week style? Anyhow, I am constantly doing "well, you could do X or Y, what do you think?" At first I was hesitant because it felt hand-holdy and leading, but once I realized how at a loss they were I started doing it. Sure it can help, but it seems like training wheels to me...it feels like its me playing with myself at that point...eventually I'd like them move beyond that. Again, if possible. It may be something that can't be changed. I dunno. That's what this thread is for. [/QUOTE]
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Guiding players to more sandbox-y play?
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