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How set-in-stone is your campain?
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<blockquote data-quote="Psychotic Jim" data-source="post: 409553" data-attributes="member: 547"><p>I tend to do a hybrid design. Some of the things I might decide before hand (like maybe a loosely defined planar structure or cosmology for the immediate area) but if players come up with good ideas for characters and stories, I am all for it. But I tend to twist and warp player ideas in such a way that they usually get more than they bargained for in contributing to the game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />. I really like it when players add to the game. It makes my job easier and often times they bring up better ideas to work with than I do.</p><p>I guess I use an "will be developed how-and-as-needed" basis.</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 409553, member: 547"] I tend to do a hybrid design. Some of the things I might decide before hand (like maybe a loosely defined planar structure or cosmology for the immediate area) but if players come up with good ideas for characters and stories, I am all for it. But I tend to twist and warp player ideas in such a way that they usually get more than they bargained for in contributing to the game :D. I really like it when players add to the game. It makes my job easier and often times they bring up better ideas to work with than I do. I guess I use an "will be developed how-and-as-needed" basis. [/QUOTE]
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