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Is your D&D campaign a game or a story?
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<blockquote data-quote="ThirdWizard" data-source="post: 2848668" data-attributes="member: 12037"><p>While I agree that most Players do want direction and guidance (my post above talks about just that), I have to point out that you're thinking about a PC driven campaign in a self-defeating way in your example. Of course if you give the PCs a map and ask what they're going to do, you'll be met with blank stares. A map conveys almost nothing to them about the world. At best you can hope that they'll go around town looking for plot hooks.</p><p></p><p>A PC-driven game in which the PCs have goals and desires must be handled before the game begins to achieve its best success. It also has to have the PCs as co-creators of at least the initial campaign setup. I'll give an example.</p><p></p><p>In the current game I play in, Planescape, the DM started by asking us where we wanted the game to take place. We, the PCs, went for Sigil and decided that they wanted to be involved in the Lawful factions. As for myself, I decided I wanted to be part of the Harmonium as well as a religious order (which I created myself). I told the DM my Player goals which involved trying to free the Harmonium from its Evil influences (I'm a Paladin). The relogious order serves more as a plot device for the DM to drop hooks at me (because I enjoy those too).</p><p></p><p>Basically what it amounted to was the Players telling the DM what they wanted to do. This allows the DM to prepare adventures in advance, allows the PCs to go after their own goals, and it all happens without having to do massive amounts of DM winging as the PCs do random things (or at least less <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ). If the DM had just given me a map of Sigil and said, "What do you do?" then it would have been pretty much a failure as a campaign.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 2848668, member: 12037"] While I agree that most Players do want direction and guidance (my post above talks about just that), I have to point out that you're thinking about a PC driven campaign in a self-defeating way in your example. Of course if you give the PCs a map and ask what they're going to do, you'll be met with blank stares. A map conveys almost nothing to them about the world. At best you can hope that they'll go around town looking for plot hooks. A PC-driven game in which the PCs have goals and desires must be handled before the game begins to achieve its best success. It also has to have the PCs as co-creators of at least the initial campaign setup. I'll give an example. In the current game I play in, Planescape, the DM started by asking us where we wanted the game to take place. We, the PCs, went for Sigil and decided that they wanted to be involved in the Lawful factions. As for myself, I decided I wanted to be part of the Harmonium as well as a religious order (which I created myself). I told the DM my Player goals which involved trying to free the Harmonium from its Evil influences (I'm a Paladin). The relogious order serves more as a plot device for the DM to drop hooks at me (because I enjoy those too). Basically what it amounted to was the Players telling the DM what they wanted to do. This allows the DM to prepare adventures in advance, allows the PCs to go after their own goals, and it all happens without having to do massive amounts of DM winging as the PCs do random things (or at least less :p ). If the DM had just given me a map of Sigil and said, "What do you do?" then it would have been pretty much a failure as a campaign. [/QUOTE]
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