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How much control do DMs need?
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<blockquote data-quote="Lanefan" data-source="post: 8996294" data-attributes="member: 29398"><p>Correct, at that point it isn't. It's about the adventure itself, and guiding your character through it while succeeding at whatever goal pulled your party there. After you're done, your character will be (one hopes!) both a) much richer and b) more capable at what it does, and can then use those to further its own ends if desired.</p><p></p><p>The individual-to-character stuff IME mostly comes during downtime, when the party might split up while people do their own thing for a while before reconvening and heading back out into the field.</p><p></p><p>This is IMO where full-campaign APs and massive dungeons like ToEE really drop the ball: they tend to either strongly discourage or not at all allow for downtime, character interactions with setting, and non-adventuring character development.</p><p></p><p>That depends on one's approach.</p><p></p><p>For me, I come up with the setting first; and don't even start talking to prospective players until that setting is complete enough* that I can run something bigger than a few disparate adventures in it. Then, I think to myself who might be interested, and on a one-by-one basis get together with them, lay out the basics of what I have in mind along with system and houserules (or major changes, if they've played with me before), and invite them in. Once enough have accepted, we then all get together (for the first time) for roll-up night, which if things go smoothly rolls nonstop into Session 1.</p><p></p><p>So with me there isn't really a Session 0. Instead there's a series of what might count as individual Session -1s, followed by roll-up night and Session 1.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8996294, member: 29398"] Correct, at that point it isn't. It's about the adventure itself, and guiding your character through it while succeeding at whatever goal pulled your party there. After you're done, your character will be (one hopes!) both a) much richer and b) more capable at what it does, and can then use those to further its own ends if desired. The individual-to-character stuff IME mostly comes during downtime, when the party might split up while people do their own thing for a while before reconvening and heading back out into the field. This is IMO where full-campaign APs and massive dungeons like ToEE really drop the ball: they tend to either strongly discourage or not at all allow for downtime, character interactions with setting, and non-adventuring character development. That depends on one's approach. For me, I come up with the setting first; and don't even start talking to prospective players until that setting is complete enough* that I can run something bigger than a few disparate adventures in it. Then, I think to myself who might be interested, and on a one-by-one basis get together with them, lay out the basics of what I have in mind along with system and houserules (or major changes, if they've played with me before), and invite them in. Once enough have accepted, we then all get together (for the first time) for roll-up night, which if things go smoothly rolls nonstop into Session 1. So with me there isn't really a Session 0. Instead there's a series of what might count as individual Session -1s, followed by roll-up night and Session 1. [/QUOTE]
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