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Hey, DM, what should we do now?
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<blockquote data-quote="MarauderX" data-source="post: 897529" data-attributes="member: 9990"><p><strong>Spoon fed</strong></p><p></p><p>Some groups I have had needed each piece to a puzzle given to them, and it made city adventures a drag when they just went from point A to B because the last clue they got told them to. Mystery adventures became really fun for them and boring for me as they would hop from one spot to the next pretty quickly, and anything that stumped them would tend to hold up the game, which is never good. </p><p></p><p>On the other hand I have received good feedback for an open campaign that had some BBEG that they were after that crossed them in some way, and now it was an effort to track him and his organization to bring him down. In between adventure encounters the party felt free to take time out to create magic items, train, etc. and basically put the campaign on hold once they felt drained by following the plot I had set up. I didn't pressure them to get going when they were in between chapters, and they liked going on one session side-trip adventures once in a while that didn't have to do with anything finding out more about or chasing the BBEG. </p><p></p><p>Then when they finally do get the BBEG, they switch gears and get back to relaxing, taking game-time off. Once that happens they often times ask themselves "what do we want to do next? should we go back and fully explore that mysterious island we left behind?" and therein another adventure pops up, sometimes leading into another plot hook that was previously ignored to get the BBEG. </p><p></p><p>This is also very helpful for me as a DM, as I can focus on where the PCs may go and what they might do, which makes it all the more interesting for all of us. Having a dragon just sitting in his lair waiting for the PCs to stumble along does just not happen IMC. I gotta have it thought out or it just won't be a good adventure/campaign to me, and as a player I expect DMs to do the same.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 897529, member: 9990"] [b]Spoon fed[/b] Some groups I have had needed each piece to a puzzle given to them, and it made city adventures a drag when they just went from point A to B because the last clue they got told them to. Mystery adventures became really fun for them and boring for me as they would hop from one spot to the next pretty quickly, and anything that stumped them would tend to hold up the game, which is never good. On the other hand I have received good feedback for an open campaign that had some BBEG that they were after that crossed them in some way, and now it was an effort to track him and his organization to bring him down. In between adventure encounters the party felt free to take time out to create magic items, train, etc. and basically put the campaign on hold once they felt drained by following the plot I had set up. I didn't pressure them to get going when they were in between chapters, and they liked going on one session side-trip adventures once in a while that didn't have to do with anything finding out more about or chasing the BBEG. Then when they finally do get the BBEG, they switch gears and get back to relaxing, taking game-time off. Once that happens they often times ask themselves "what do we want to do next? should we go back and fully explore that mysterious island we left behind?" and therein another adventure pops up, sometimes leading into another plot hook that was previously ignored to get the BBEG. This is also very helpful for me as a DM, as I can focus on where the PCs may go and what they might do, which makes it all the more interesting for all of us. Having a dragon just sitting in his lair waiting for the PCs to stumble along does just not happen IMC. I gotta have it thought out or it just won't be a good adventure/campaign to me, and as a player I expect DMs to do the same. [/QUOTE]
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