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Looking for some "open" campaign ideas...
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<blockquote data-quote="amerigoV" data-source="post: 5540191"><p>I've done this recently for an Olde Skoole game (running Expedition to the Ruins of Castle Greyhawk). It mostly is an on-line gig.</p><p></p><p>Here is what I did:</p><p></p><ul> <li data-xf-list-type="ul"> <strong>Continuity does not matter</strong> Once you free your mind of this hobgoblin, gaming gets tons better. Players and PCs come and go, but the adventure goes on. In the dungeons, I just explain it as "its Castle Greyhawk, there are tons of Teleport traps that zaps PCs in and out." My rule is if there player is not there, the PC is not there. </li> <li data-xf-list-type="ul"> <strong> Put the players in charge of the group </strong> My job is to run the adventure. Its the PLAYERs job to make sure they have enough and the right PCs to get the job done. I allow them to have some Extras (this is Savage Worlds, think 4e minions) to help when there are only a couple of players.<br /> </li> </ul><p></p><p>The combo of the two opens up so much more gaming opportunities. I tell the players my schedule, they group then picks the gaming time that fits ("I'm doing prep - you lazy bast_rds figure out when we are playing!"). If they are lacking a party resource, its their job to recruit another player/PC to fill the hole. If I want to run a holiday special, I just run it and hand wave when it occured.</p><p></p><p>Eventually the story gets told. I do make them take a log every time or no XP and loot. I let the player that likes to write figure out how to stitch together the final story.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5540191"] I've done this recently for an Olde Skoole game (running Expedition to the Ruins of Castle Greyhawk). It mostly is an on-line gig. Here is what I did: [list] [*] [b]Continuity does not matter[/b] Once you free your mind of this hobgoblin, gaming gets tons better. Players and PCs come and go, but the adventure goes on. In the dungeons, I just explain it as "its Castle Greyhawk, there are tons of Teleport traps that zaps PCs in and out." My rule is if there player is not there, the PC is not there. [*] [b] Put the players in charge of the group [/b] My job is to run the adventure. Its the PLAYERs job to make sure they have enough and the right PCs to get the job done. I allow them to have some Extras (this is Savage Worlds, think 4e minions) to help when there are only a couple of players. [/list] The combo of the two opens up so much more gaming opportunities. I tell the players my schedule, they group then picks the gaming time that fits ("I'm doing prep - you lazy bast_rds figure out when we are playing!"). If they are lacking a party resource, its their job to recruit another player/PC to fill the hole. If I want to run a holiday special, I just run it and hand wave when it occured. Eventually the story gets told. I do make them take a log every time or no XP and loot. I let the player that likes to write figure out how to stitch together the final story. [/QUOTE]
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