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How set-in-stone is your campain?
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<blockquote data-quote="drnuncheon" data-source="post: 410990" data-attributes="member: 96"><p>I try to use the best aspects of both the freeform and scripted approaches - and some parts of my campaign vary widely between the two. </p><p></p><p>For instance, I started my Freeport game with the original trilogy of modules, but the current storyline is almost completely freeform - I know what the villains are doing, and then I have to figure out how they will react to the roadblocks my players keep putting in their way. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I tend to think of 'set pieces' - scenes with a strong visual or emotional impact that I can picture - and I <em>try</em> to work towards them if possible...but sometimes it's not. I had to abandon one where an NPC laid into a character for making the choice she did, because when he finally had a chance to confront her there were more important things going on...but it wasn't wasted, because I knew that the character in question had been thinking about that speech and rehearsing it in his head, and it gave me some more insight into his personality. I'm definitely glad I didn't try to force it in, because it wouldn't have worked.</p><p></p><p>J</p></blockquote><p></p>
[QUOTE="drnuncheon, post: 410990, member: 96"] I try to use the best aspects of both the freeform and scripted approaches - and some parts of my campaign vary widely between the two. For instance, I started my Freeport game with the original trilogy of modules, but the current storyline is almost completely freeform - I know what the villains are doing, and then I have to figure out how they will react to the roadblocks my players keep putting in their way. ;) I tend to think of 'set pieces' - scenes with a strong visual or emotional impact that I can picture - and I [i]try[/i] to work towards them if possible...but sometimes it's not. I had to abandon one where an NPC laid into a character for making the choice she did, because when he finally had a chance to confront her there were more important things going on...but it wasn't wasted, because I knew that the character in question had been thinking about that speech and rehearsing it in his head, and it gave me some more insight into his personality. I'm definitely glad I didn't try to force it in, because it wouldn't have worked. J [/QUOTE]
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