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General Tabletop Discussion
*Dungeons & Dragons
HOMEBREW DMs: How much of your campaign design is Reactive? Proactive?
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<blockquote data-quote="Terwox" data-source="post: 1795430" data-attributes="member: 1044"><p>40/60, currently. I set up a good deal of stuff -- but I focus most of my attention on things the players did that I didn't expect, and run with them -- that's the most fun, to me.</p><p>I love running with what a <em>player</em> wants to do, instead of what I want -- their solutions are far more elegant and interesting, I think, if I have no idea what they will be in the first place!</p><p>The end of my last campaign worked like that -- I set them up with a series of challenges that I had no idea how to defeat, and they neatly got through all of them and ascended. It was fantastic for me, and hopefully fun for them.</p><p></p><p>I've also played in a 100% reactive campaign... that was awesome. Playing Wraith, the DM basically cut a lot of the White Wolf backstory, and the ENTIRE game was ONLY dealing with the stuff we wrote. It was REALLY COOL, and I wish I still had a chance to play in that game. It's also something I think would be really hard to do in D&D... in Wraith... you must plot out your characters entire backstory -- but you also have to plot out their entire reason for being a ghost... you sort of plot out who they have been, but also, why they're still there.</p><p>In short... 100% reactive stuff is really cool.</p><p>I've tried running 10pro/90reactive, but in the wrong format, and it flopped. Hard.</p></blockquote><p></p>
[QUOTE="Terwox, post: 1795430, member: 1044"] 40/60, currently. I set up a good deal of stuff -- but I focus most of my attention on things the players did that I didn't expect, and run with them -- that's the most fun, to me. I love running with what a [I]player[/I] wants to do, instead of what I want -- their solutions are far more elegant and interesting, I think, if I have no idea what they will be in the first place! The end of my last campaign worked like that -- I set them up with a series of challenges that I had no idea how to defeat, and they neatly got through all of them and ascended. It was fantastic for me, and hopefully fun for them. I've also played in a 100% reactive campaign... that was awesome. Playing Wraith, the DM basically cut a lot of the White Wolf backstory, and the ENTIRE game was ONLY dealing with the stuff we wrote. It was REALLY COOL, and I wish I still had a chance to play in that game. It's also something I think would be really hard to do in D&D... in Wraith... you must plot out your characters entire backstory -- but you also have to plot out their entire reason for being a ghost... you sort of plot out who they have been, but also, why they're still there. In short... 100% reactive stuff is really cool. I've tried running 10pro/90reactive, but in the wrong format, and it flopped. Hard. [/QUOTE]
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Community
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HOMEBREW DMs: How much of your campaign design is Reactive? Proactive?
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