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<blockquote data-quote="Oofta" data-source="post: 9252612" data-attributes="member: 6801845"><p>I discuss overall theme options with the group and get an idea of what kind of game we* want to play. Then we toss around a few ideas and off we go. The first session or two is largely decided by me, I've set up a starting location and scenarios that we can run through to get everyone introduced to the starting area and important NPCs, possible plot hooks and adversaries.</p><p></p><p>After that? At the end of a session or small plot arc I ask the players what they want to do next. I'm regularly planting rumors, possible options, different threads the players could pursue. Or they can tell they'd rather go off in a completely different direction and we're off to the races. At that point I can plan for the next session or so and I ask that we not go too far off into left field, I'm good at improv and reskinning encounters but even I have my limits. So we pursue a particular tangent for a bit and then choose the next direction, all the while adding to the lore of the campaign and building on past threats, potentially including ones they chose not to follow up on. If there's ever a question I'll throw out a ranked choice poll after the session.</p><p></p><p>So I don't really plan campaigns. I plan locales, NPCs, groups, motivations. I think about how different actors may have different goals and how they go about achieving those goals, whether they will help, oppose or be neutral to the PCs unless things tip things one way or another. I skip over stuff I find boring like detailed exploration so I rarely have detailed location maps and instead will just use TotM for exploring the haunted house and then draw a hallway and rooms when initiative is about to be rolled.</p><p></p><p>Of course getting input from players sometimes just ends up with "Ah, we don't care just do whatever you want, we know you'll make it interesting." </p><p></p><p>*<em>I want to have fun with the game as well.</em></p></blockquote><p></p>
[QUOTE="Oofta, post: 9252612, member: 6801845"] I discuss overall theme options with the group and get an idea of what kind of game we* want to play. Then we toss around a few ideas and off we go. The first session or two is largely decided by me, I've set up a starting location and scenarios that we can run through to get everyone introduced to the starting area and important NPCs, possible plot hooks and adversaries. After that? At the end of a session or small plot arc I ask the players what they want to do next. I'm regularly planting rumors, possible options, different threads the players could pursue. Or they can tell they'd rather go off in a completely different direction and we're off to the races. At that point I can plan for the next session or so and I ask that we not go too far off into left field, I'm good at improv and reskinning encounters but even I have my limits. So we pursue a particular tangent for a bit and then choose the next direction, all the while adding to the lore of the campaign and building on past threats, potentially including ones they chose not to follow up on. If there's ever a question I'll throw out a ranked choice poll after the session. So I don't really plan campaigns. I plan locales, NPCs, groups, motivations. I think about how different actors may have different goals and how they go about achieving those goals, whether they will help, oppose or be neutral to the PCs unless things tip things one way or another. I skip over stuff I find boring like detailed exploration so I rarely have detailed location maps and instead will just use TotM for exploring the haunted house and then draw a hallway and rooms when initiative is about to be rolled. Of course getting input from players sometimes just ends up with "Ah, we don't care just do whatever you want, we know you'll make it interesting." *[I]I want to have fun with the game as well.[/I] [/QUOTE]
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