GlassJaw
Hero
One of my never-ending goals when DM'ing is to try to create an a feeling of "openness" for the players in the campaign. I think I've run too many modules and dungeon crawls though because every once in a while, the players inevitably end up going to Ye Olde Dungeon to find the sacred McGuffin for the wizened old man.
So what is your thought process for creating adventures, especially for a new campaign? How do you get away from the site-based or linear adventure? Is there anything you do or don't do specifically to capture that "open" feel? How do you try to avoid rail-roading the players?
So what is your thought process for creating adventures, especially for a new campaign? How do you get away from the site-based or linear adventure? Is there anything you do or don't do specifically to capture that "open" feel? How do you try to avoid rail-roading the players?


