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General Tabletop Discussion
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HOMEBREW DMs: How much of your campaign design is Reactive? Proactive?
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<blockquote data-quote="Umbran" data-source="post: 1795214" data-attributes="member: 177"><p><strong>Aristotle</strong>: No DM can literally plan everything beforehand. So, in a sense the game world is never fully designed, and additions and amendments to the world design are made during the campaign play. World-design and campaign design are thus intertwined.</p><p></p><p></p><p>As to the original question - I'm not going to try to put numbers on it. It isn't like I've ever taken a count or anything. </p><p></p><p>Large amounts of the general structure of my campaign worlds I design before the characters even exist. My players typically want a framework in which to do character creation. So the lands and social order are defined in broad strokes proactively.</p><p></p><p>Then comes character generation, and I look at the character backgrounds and find hooks to work in. Call that reactive if you like.</p><p></p><p>I don't think every single building must have a notable history in order to preserve verisimilitude. Unless the world is simply riotous with action, most buildings have mundane, uninteresting histories. I'll only expand when I find it useful to do so.</p><p></p><p>As the PCs adventure, they develop new interests and goals. New things are added to the design to help address these. Call that reactive if you like.</p></blockquote><p></p>
[QUOTE="Umbran, post: 1795214, member: 177"] [b]Aristotle[/b]: No DM can literally plan everything beforehand. So, in a sense the game world is never fully designed, and additions and amendments to the world design are made during the campaign play. World-design and campaign design are thus intertwined. As to the original question - I'm not going to try to put numbers on it. It isn't like I've ever taken a count or anything. Large amounts of the general structure of my campaign worlds I design before the characters even exist. My players typically want a framework in which to do character creation. So the lands and social order are defined in broad strokes proactively. Then comes character generation, and I look at the character backgrounds and find hooks to work in. Call that reactive if you like. I don't think every single building must have a notable history in order to preserve verisimilitude. Unless the world is simply riotous with action, most buildings have mundane, uninteresting histories. I'll only expand when I find it useful to do so. As the PCs adventure, they develop new interests and goals. New things are added to the design to help address these. Call that reactive if you like. [/QUOTE]
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HOMEBREW DMs: How much of your campaign design is Reactive? Proactive?
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