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How Do You DM? (It's a bit long.)
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<blockquote data-quote="Randomthoughts" data-source="post: 6044453" data-attributes="member: 6681248"><p>I like running open-ended campaigns with character-driven story arcs. So, I leave "hooks" for PCs to pursue, but sometimes they do, sometimes they don't and sometimes they make up their own hooks. I'm fine with any of these.</p><p> </p><p>I mention this b/c it highly influences what I prepare for each session. Sometimes, the point of the session is clear. For example, last session, if the PCs travelled through the desert to find the ancient ruins, I will prepare this session (obviously) for them to explore said ruins. But there are times where the direction is not so clear, in which case, I create flow charts and an abundance of scenes that PCs are likely to encounter. Personally, I like using large or multiple skill challenges to frame these kinds of adventures.</p><p> </p><p>But my planning usually starts with my imagination, like you mention above. I usually "think out" what the PCs are likely to do this session and prepare accordingly. And just like you said, it is often the case that PCs go in different directions, but I find that preparation still helps me.</p><p> </p><p></p><p>This was a good summary of how I tend to start my sessions. I like "James Bond" openings, that don't have to be combat - they could be skill challenges like chase sequences - but provide some initial tension that hopefully sucks the players into the gaming mindset. In any case, what I try to do early on is to give or get from the PCs a sense of the direction of the session.</p><p> </p><p>As to the third option though, I tend to resolve the "mundane" stuff like dividing treasure over email before or after the session. Something I also do though (which might be new) is take some time to talk with the players about how the campaign is going, what their particular characters want to do and generally try to evolve their story arcs. </p><p> </p><p>Here's something that might be controversial: during these discussions, I encourage players to connect their story arcs and motivations/goals with those of the other PCs. This is to avoid a situation where Player A wants to establish a kingdom, Player B wants to locate an ancient relic to become a god, while Player C wants to simply find his long-lost sister and retire in peace. Now, I don't discourage this necessarily, but the practical reality of my gaming group is that we don't have the time to fully flesh out 5 or more separate epic story arcs.</p><p> </p><p></p><p>At various stages in my GM experience, I was much more specific with assigning XP, both to the group and for individual performance. At this point, I don't track XP; I just level PCs after a few sessions or at certain points of the story. I've had a few discussions about whether players wanted, say, "rewards" for individual performance. But so far, the players are content with this approach...and I'm glad for it.</p></blockquote><p></p>
[QUOTE="Randomthoughts, post: 6044453, member: 6681248"] I like running open-ended campaigns with character-driven story arcs. So, I leave "hooks" for PCs to pursue, but sometimes they do, sometimes they don't and sometimes they make up their own hooks. I'm fine with any of these. I mention this b/c it highly influences what I prepare for each session. Sometimes, the point of the session is clear. For example, last session, if the PCs travelled through the desert to find the ancient ruins, I will prepare this session (obviously) for them to explore said ruins. But there are times where the direction is not so clear, in which case, I create flow charts and an abundance of scenes that PCs are likely to encounter. Personally, I like using large or multiple skill challenges to frame these kinds of adventures. But my planning usually starts with my imagination, like you mention above. I usually "think out" what the PCs are likely to do this session and prepare accordingly. And just like you said, it is often the case that PCs go in different directions, but I find that preparation still helps me. This was a good summary of how I tend to start my sessions. I like "James Bond" openings, that don't have to be combat - they could be skill challenges like chase sequences - but provide some initial tension that hopefully sucks the players into the gaming mindset. In any case, what I try to do early on is to give or get from the PCs a sense of the direction of the session. As to the third option though, I tend to resolve the "mundane" stuff like dividing treasure over email before or after the session. Something I also do though (which might be new) is take some time to talk with the players about how the campaign is going, what their particular characters want to do and generally try to evolve their story arcs. Here's something that might be controversial: during these discussions, I encourage players to connect their story arcs and motivations/goals with those of the other PCs. This is to avoid a situation where Player A wants to establish a kingdom, Player B wants to locate an ancient relic to become a god, while Player C wants to simply find his long-lost sister and retire in peace. Now, I don't discourage this necessarily, but the practical reality of my gaming group is that we don't have the time to fully flesh out 5 or more separate epic story arcs. At various stages in my GM experience, I was much more specific with assigning XP, both to the group and for individual performance. At this point, I don't track XP; I just level PCs after a few sessions or at certain points of the story. I've had a few discussions about whether players wanted, say, "rewards" for individual performance. But so far, the players are content with this approach...and I'm glad for it. [/QUOTE]
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