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General Tabletop Discussion
*TTRPGs General
Letting the Players Run the Campaign -- Without Them Knowing It?
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<blockquote data-quote="airwalkrr" data-source="post: 3243262" data-attributes="member: 12460"><p>I have often encountered situations where players take in a bunch of clues and draw some conclusion from it. Sometimes, I sit back in my DM chair and chuckle knowing I've successfully led them astray. But sometimes they pick up on things that I hadn't noticed and their conclusion actually seems more dramatic or simply more logical (not that D&D needs to be logical mind you) than the one I had come up with. Occassionally, I have gone home after a session and cogitated my plan based on the conclusions the PCs made. And more occassionally I have actually incorporated some of the PCs' speculation into my campaign; and they never discovered what I was up to. They thought that was my plan all along and they had simply figured my plan out.</p><p></p><p>What if this kind of situation was the paradigm for an entire campaign? A DM could make things up on the fly and let the players draw their own conclusions. The DM would simply pick and choose the conclusions that seem most reasonable and let the players discover it. It would probably make for quite an empowering campaign as at least some of the PCs would always be right. It would also take a little heat off the DM. Why is there a necromancer hunting around in this dungeon? Is it related to the tome the PCs found in the city? He doesn't have to answer these questions. He can just design cool and challenging encounters and let the PCs figure it out. If the players knew the DM was doing this, then the campaign might not seem as fun. But I've gotten pretty good at keeping my "DM face" and making the players believed I am prepared even when I am not over the years. I think this kind of campaign might be kind of fun to run. What do you think?</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3243262, member: 12460"] I have often encountered situations where players take in a bunch of clues and draw some conclusion from it. Sometimes, I sit back in my DM chair and chuckle knowing I've successfully led them astray. But sometimes they pick up on things that I hadn't noticed and their conclusion actually seems more dramatic or simply more logical (not that D&D needs to be logical mind you) than the one I had come up with. Occassionally, I have gone home after a session and cogitated my plan based on the conclusions the PCs made. And more occassionally I have actually incorporated some of the PCs' speculation into my campaign; and they never discovered what I was up to. They thought that was my plan all along and they had simply figured my plan out. What if this kind of situation was the paradigm for an entire campaign? A DM could make things up on the fly and let the players draw their own conclusions. The DM would simply pick and choose the conclusions that seem most reasonable and let the players discover it. It would probably make for quite an empowering campaign as at least some of the PCs would always be right. It would also take a little heat off the DM. Why is there a necromancer hunting around in this dungeon? Is it related to the tome the PCs found in the city? He doesn't have to answer these questions. He can just design cool and challenging encounters and let the PCs figure it out. If the players knew the DM was doing this, then the campaign might not seem as fun. But I've gotten pretty good at keeping my "DM face" and making the players believed I am prepared even when I am not over the years. I think this kind of campaign might be kind of fun to run. What do you think? [/QUOTE]
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Letting the Players Run the Campaign -- Without Them Knowing It?
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