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How Do You DM? (It's a bit long.)
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<blockquote data-quote="d2OKC" data-source="post: 6044918" data-attributes="member: 97351"><p>When I was running my own campaign I had a pretty good system for me. Keep in mind, I have a group that doesn't mind being rail-roaded or dragged around a bit, as long as they are having fun with it. They've actually encouraged that kind of thing, so it may be a bit different than other people's experiences.</p><p></p><p>Basically, I'll come up with a basic storyline or macguffin. An example was the Black Blade of Kai-Tan. My fighter's goliath was a bit of a lush, and enjoyed partying and drinking a lot. The party was approached by a group of rough-looking goliaths, trying to recover the blade they had given to Sid (the goliath) to keep safe. The problem was, Sid was completely wasted when they gave it to him, and he had no idea where it was anymore. So, the party had to backtrack his steps to locate it.</p><p></p><p>I design several big combat encounters. Get a rough idea of what the villain is like (in this case, it is the leader of the goliaths, who was actually trying to get the sword for himself). Then, I let the players find their way from place to place and let the story unfold for them.</p><p></p><p>Usually we only have one storyline going on at a time, because my players (and me too) lack the ability to properly focus on more than one at a time. </p><p></p><p>I also am a very visual person, so I always try and prepare minis, maps, etc to use beforehand, and only recently (since I started running Zeitgeist) have I started drawing maps on the fly, and those were only for a few encounters that I didn't really expect. Most of the time, I can reasonably figure out their plan before each session and have those things prepared when I go.</p></blockquote><p></p>
[QUOTE="d2OKC, post: 6044918, member: 97351"] When I was running my own campaign I had a pretty good system for me. Keep in mind, I have a group that doesn't mind being rail-roaded or dragged around a bit, as long as they are having fun with it. They've actually encouraged that kind of thing, so it may be a bit different than other people's experiences. Basically, I'll come up with a basic storyline or macguffin. An example was the Black Blade of Kai-Tan. My fighter's goliath was a bit of a lush, and enjoyed partying and drinking a lot. The party was approached by a group of rough-looking goliaths, trying to recover the blade they had given to Sid (the goliath) to keep safe. The problem was, Sid was completely wasted when they gave it to him, and he had no idea where it was anymore. So, the party had to backtrack his steps to locate it. I design several big combat encounters. Get a rough idea of what the villain is like (in this case, it is the leader of the goliaths, who was actually trying to get the sword for himself). Then, I let the players find their way from place to place and let the story unfold for them. Usually we only have one storyline going on at a time, because my players (and me too) lack the ability to properly focus on more than one at a time. I also am a very visual person, so I always try and prepare minis, maps, etc to use beforehand, and only recently (since I started running Zeitgeist) have I started drawing maps on the fly, and those were only for a few encounters that I didn't really expect. Most of the time, I can reasonably figure out their plan before each session and have those things prepared when I go. [/QUOTE]
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