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<blockquote data-quote="Darrin Drader" data-source="post: 4575988" data-attributes="member: 7394"><p>One of the best campaigns I've ever run was actually very tightly scripted. However, despite the fact that the campaign was planned out with a very definite beginning, middle, and end, each adventure in the series was an adventure, not a railroad. OK, I take that back. There was a three month break we had to take one time, so I did railroad the group somewhat that one time because I wanted the fate of one character to be extremely uncertain. In other words, I left them on a cliffhanger, which I later found out was very effective because the whole time they were away, they were thinking about what was going to happen to their characters.</p><p></p><p>But normally, each adventure is set up within the usual framework of an adventure. There would be major plot points left to lead them from point A to B to C and so on, but the PCs had the free will to not follow the bread crumbs, do something entirely unexpected, or outright fail in their mission.</p><p></p><p>I think the trick in making a story heavy campaign work is by sticking to the adventure format and not trying to dictate too much to the players. Do it once or twice and it will usually work, but if you take away their ability to contribute, you'll bore them.</p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 4575988, member: 7394"] One of the best campaigns I've ever run was actually very tightly scripted. However, despite the fact that the campaign was planned out with a very definite beginning, middle, and end, each adventure in the series was an adventure, not a railroad. OK, I take that back. There was a three month break we had to take one time, so I did railroad the group somewhat that one time because I wanted the fate of one character to be extremely uncertain. In other words, I left them on a cliffhanger, which I later found out was very effective because the whole time they were away, they were thinking about what was going to happen to their characters. But normally, each adventure is set up within the usual framework of an adventure. There would be major plot points left to lead them from point A to B to C and so on, but the PCs had the free will to not follow the bread crumbs, do something entirely unexpected, or outright fail in their mission. I think the trick in making a story heavy campaign work is by sticking to the adventure format and not trying to dictate too much to the players. Do it once or twice and it will usually work, but if you take away their ability to contribute, you'll bore them. [/QUOTE]
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