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<blockquote data-quote="buzz" data-source="post: 2837414" data-attributes="member: 6777"><p>What I'm going to suggest is a very <em>Burning Wheel</em>-ish approach. Since you seem to hate prep (and let's face it, you do), this method allows you to share the GM burdens.</p><p></p><p>1. Sit down with your players and do a brainstorming session. Ask them what kind of campaign they'd like to do, and see how that matches with your ideas. Hash out ideas <em>together</em>.</p><p></p><p>2. Once you have a concept everyone likes, make characters <em>together</em>. Instantly smack down any half-assed PC ideas, and insist that the PCs have reasons to be together. Make the players give you specific information you can use to drive the scenarios.</p><p></p><p>3. Come up with a situation that hits multiple PC hotbuttons given to you by the players. Throw the PCs into said situation. Let them drive the action.</p><p></p><p>4. Sit back, enjoy mayhem.</p><p></p><p>(Honestly, I've come to believe that the GM can't be expected to sit alone for weeks and produce amazing adventuires that totally grip the players. If you don't know what they want, or who their PCs are, how the heck can you craft a decent adventure?)</p></blockquote><p></p>
[QUOTE="buzz, post: 2837414, member: 6777"] What I'm going to suggest is a very [i]Burning Wheel[/i]-ish approach. Since you seem to hate prep (and let's face it, you do), this method allows you to share the GM burdens. 1. Sit down with your players and do a brainstorming session. Ask them what kind of campaign they'd like to do, and see how that matches with your ideas. Hash out ideas [i]together[/i]. 2. Once you have a concept everyone likes, make characters [i]together[/i]. Instantly smack down any half-assed PC ideas, and insist that the PCs have reasons to be together. Make the players give you specific information you can use to drive the scenarios. 3. Come up with a situation that hits multiple PC hotbuttons given to you by the players. Throw the PCs into said situation. Let them drive the action. 4. Sit back, enjoy mayhem. (Honestly, I've come to believe that the GM can't be expected to sit alone for weeks and produce amazing adventuires that totally grip the players. If you don't know what they want, or who their PCs are, how the heck can you craft a decent adventure?) [/QUOTE]
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