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HOMEBREW DMs: How much of your campaign design is Reactive? Proactive?
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<blockquote data-quote="TheAuldGrump" data-source="post: 1794951" data-attributes="member: 6957"><p>It's a sliding scale based loosely on level. At low levels it is easy to plan for 'most anything. At higher levels they begin shaping the world as well as being shaped by it. At low levels they tend to be told 'go there, do that', at high levels they may end up being the ones doing the telling.</p><p></p><p>So I plan what the major NPCs are up to, then fiddle with their plans as the PCs interact with their various plots. (One of my favorites was having one of the bad guys being assassinated by another villain - the PCs had mentioned to him what his rival was up to, not realizing that he was another black hat... It sent the players into a tizzy trying to figure out what had happened and why.) </p><p></p><p>I detail out a timeline on the computer, changing it as the players interfere. (I love using computers for these kind of things, its just so easy to make changes... much easier than in the old days, when all we had were sticks and rocks...) And I keep a contingencies list for what the bad guys can pull out of their, umm..., hats.</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 1794951, member: 6957"] It's a sliding scale based loosely on level. At low levels it is easy to plan for 'most anything. At higher levels they begin shaping the world as well as being shaped by it. At low levels they tend to be told 'go there, do that', at high levels they may end up being the ones doing the telling. So I plan what the major NPCs are up to, then fiddle with their plans as the PCs interact with their various plots. (One of my favorites was having one of the bad guys being assassinated by another villain - the PCs had mentioned to him what his rival was up to, not realizing that he was another black hat... It sent the players into a tizzy trying to figure out what had happened and why.) I detail out a timeline on the computer, changing it as the players interfere. (I love using computers for these kind of things, its just so easy to make changes... much easier than in the old days, when all we had were sticks and rocks...) And I keep a contingencies list for what the bad guys can pull out of their, umm..., hats. The Auld Grump [/QUOTE]
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HOMEBREW DMs: How much of your campaign design is Reactive? Proactive?
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