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My Upcoming Campaign Is Starting to Terrify Me
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<blockquote data-quote="Haltherrion" data-source="post: 5469465" data-attributes="member: 18253"><p>I'd suggest not worrying about the players' reactions and concentrate on understanding the setting and preparing some good initial material. If you get fired up about what you have planned, all else will follow.</p><p> </p><p>Regardless of how sandbox-ish versus plotty you want to run the game, make sure you have the material prepared to see you off to a couple good sessions. This might be a collection of characters and situations for the more sandboxish side to the full story with some identified places where the players can influence events on the other side. Pick things that surprise and engage. One useful trick is to imagine a situation, think of the first thing that comes to mind regarding that situation and then figure out how to make the situation work in a way that does not fit your initial thought, sort of turning cliche's on their head.</p><p> </p><p>As for the RP-lite player, I've always found that you don't need a full slate of roleplaying players. In fact, too many can bog things down. He doesn't sound at all disruptive and seems fully engaged so I'd put him in the quiet-but-useful-addition-to-the-group category. Often those quiet players are extremely dependable.</p><p> </p><p>Good luck <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5469465, member: 18253"] I'd suggest not worrying about the players' reactions and concentrate on understanding the setting and preparing some good initial material. If you get fired up about what you have planned, all else will follow. Regardless of how sandbox-ish versus plotty you want to run the game, make sure you have the material prepared to see you off to a couple good sessions. This might be a collection of characters and situations for the more sandboxish side to the full story with some identified places where the players can influence events on the other side. Pick things that surprise and engage. One useful trick is to imagine a situation, think of the first thing that comes to mind regarding that situation and then figure out how to make the situation work in a way that does not fit your initial thought, sort of turning cliche's on their head. As for the RP-lite player, I've always found that you don't need a full slate of roleplaying players. In fact, too many can bog things down. He doesn't sound at all disruptive and seems fully engaged so I'd put him in the quiet-but-useful-addition-to-the-group category. Often those quiet players are extremely dependable. Good luck :) [/QUOTE]
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