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Help with campaign planning (my players stay out!!)
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<blockquote data-quote="Haltherrion" data-source="post: 1889361" data-attributes="member: 18253"><p>I agree- it can be very effective to create the basic plot structure. It provides the bones for the campaign to "hang on" and can really help you out as a ref when trying to figure out what the next scenario is.</p><p> </p><p>You want to retain flexibility and nothing says you can't change details big and small but having some idea of where the story is going makes for a much more engaging game.</p><p> </p><p>One technique I use is a rule of thirds:</p><p> </p><p>I create an end goal and two intermediate major plot points. Then for the first plot point, I block it out in thirds. If I'm really getting carried away I may block that first sub-third out in thirds again.</p><p> </p><p>A rule of three is well known to players, consciously and un- from fiction where it is used all the time. It also provides some structure without getting too diffuse (that is, by only breaking into threes, you are ensuring that there aren't too many detours to the end).</p><p> </p><p>At any point, you can always reconsider the plot breakout and change something. By frontloading the detail, you haven't invested so much time in the remaining stuff that you can't adapt.</p><p> </p><p>As to the whole matter of whether to have structure, aka plot, in your campaign I'd observe three main points:</p><p> </p><p>1) How many of us like fantasy books and movies without a clear plot?</p><p>2) Free form campaigns can work but IME they require frequent game play and lots of player engagement in and out of game</p><p>3) Forgoing plot and letting the "players drive things" without the reqiurements of step #2 above results in aimless, forgetable campaigns. It could even be considered a form of referee laziness (been there myself at times.)</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 1889361, member: 18253"] I agree- it can be very effective to create the basic plot structure. It provides the bones for the campaign to "hang on" and can really help you out as a ref when trying to figure out what the next scenario is. You want to retain flexibility and nothing says you can't change details big and small but having some idea of where the story is going makes for a much more engaging game. One technique I use is a rule of thirds: I create an end goal and two intermediate major plot points. Then for the first plot point, I block it out in thirds. If I'm really getting carried away I may block that first sub-third out in thirds again. A rule of three is well known to players, consciously and un- from fiction where it is used all the time. It also provides some structure without getting too diffuse (that is, by only breaking into threes, you are ensuring that there aren't too many detours to the end). At any point, you can always reconsider the plot breakout and change something. By frontloading the detail, you haven't invested so much time in the remaining stuff that you can't adapt. As to the whole matter of whether to have structure, aka plot, in your campaign I'd observe three main points: 1) How many of us like fantasy books and movies without a clear plot? 2) Free form campaigns can work but IME they require frequent game play and lots of player engagement in and out of game 3) Forgoing plot and letting the "players drive things" without the reqiurements of step #2 above results in aimless, forgetable campaigns. It could even be considered a form of referee laziness (been there myself at times.) [/QUOTE]
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