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[OOC] Hivemind IC Game Brainstorm thread
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<blockquote data-quote="Terraism" data-source="post: 623078" data-attributes="member: 278"><p>While that's getting whittled down, I'm going to start another discussion about more specifics...</p><p></p><p>A lot of what I'm going to be running will likely be based off of published modules and those in <em>Dungeon,</em> though I've no problem with tweaking a bit. And once the game "takes off," I'm more than happy to let the players take the reigns and leave the modules behind...</p><p></p><p>As far as how I work a campaign, I tend not to have any giant story arcs looming; I'm not a big fan of "save the world" campaigns, because they generally seem to get a bit railroaded. What I do try to do is just have things happening that the PC's can get involved in, all over the place. Keeping in mind that what they ignore doesn't just go away. <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=":)" /> Umm... anything else? Not that I can think of. Let me know if I've left anything out you'd like to know.</p><p></p><p>[Edit] I remembered something else. At the beginning of the campaign, it's the only time I don't really give complete free reign. Once I know the generalities of what the players want out of the campaign, I generally pick out the first adventure, and ask the players to build their characters according to some general guidelines - just helps it get off the ground, I've found. Because I really don't like games where the PC's meet, and become best friends, the guidelines are generally only rigid enough to make sure they already know each other for some reason.</p></blockquote><p></p>
[QUOTE="Terraism, post: 623078, member: 278"] While that's getting whittled down, I'm going to start another discussion about more specifics... A lot of what I'm going to be running will likely be based off of published modules and those in [i]Dungeon,[/i] though I've no problem with tweaking a bit. And once the game "takes off," I'm more than happy to let the players take the reigns and leave the modules behind... As far as how I work a campaign, I tend not to have any giant story arcs looming; I'm not a big fan of "save the world" campaigns, because they generally seem to get a bit railroaded. What I do try to do is just have things happening that the PC's can get involved in, all over the place. Keeping in mind that what they ignore doesn't just go away. :) Umm... anything else? Not that I can think of. Let me know if I've left anything out you'd like to know. [Edit] I remembered something else. At the beginning of the campaign, it's the only time I don't really give complete free reign. Once I know the generalities of what the players want out of the campaign, I generally pick out the first adventure, and ask the players to build their characters according to some general guidelines - just helps it get off the ground, I've found. Because I really don't like games where the PC's meet, and become best friends, the guidelines are generally only rigid enough to make sure they already know each other for some reason. [/QUOTE]
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