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Open ended Campaigns are possible ?
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<blockquote data-quote="CobaltGrC" data-source="post: 396441" data-attributes="member: 1403"><p><strong>I do</strong></p><p></p><p>I run a complete open ended game, and this is because I am really good at improvising when I need to.</p><p></p><p>The only form I have to my game is the world itself and small notes I take before game.(which I do 15 minutes before I start DMing) I try to fill my world with alot of small events that don't directly envolve the players unless they happen to stumble apon them. Then it is thier choice to get envolved or if they want to just move on. </p><p></p><p>My Tips for an open ended game is to take a note book and begin writing down a number of names(names are extremely important) for cities, npcs, orginizations, Alliances, Gods, ships, other adventurers, dugeons, mountains, forests, lakes, other terran, events in history, events to come, etc, etc... and then write a small little description consisting of two words to one sentence (I supose one could call this a hook) which is the basic reason for, drive, or want of this name. </p><p></p><p>Some of my most memorable NPC's came from this list, and were developed further by interaction with the PC's... have them become reacuring characters to add more depth, and then improvise to smooth out the edges so your PC's are none the wiser. This to me works very well, there is no reason to completely detail out ever little.... detail, because the Players are exploring the world and have no idea how big or little certian things are and it is up to them to discover this.. So if the PC's want to get to know more about a certian subject this will be thier adventure. I as the DM will improvise, detail, and bounce the hook off the players as I go along.</p><p></p><p>Ofcourse sometimes things need more detail, like dungeons, so map those out and fill them with creatures and traps for the players to explore... </p><p></p><p>Yes.</p></blockquote><p></p>
[QUOTE="CobaltGrC, post: 396441, member: 1403"] [b]I do[/b] I run a complete open ended game, and this is because I am really good at improvising when I need to. The only form I have to my game is the world itself and small notes I take before game.(which I do 15 minutes before I start DMing) I try to fill my world with alot of small events that don't directly envolve the players unless they happen to stumble apon them. Then it is thier choice to get envolved or if they want to just move on. My Tips for an open ended game is to take a note book and begin writing down a number of names(names are extremely important) for cities, npcs, orginizations, Alliances, Gods, ships, other adventurers, dugeons, mountains, forests, lakes, other terran, events in history, events to come, etc, etc... and then write a small little description consisting of two words to one sentence (I supose one could call this a hook) which is the basic reason for, drive, or want of this name. Some of my most memorable NPC's came from this list, and were developed further by interaction with the PC's... have them become reacuring characters to add more depth, and then improvise to smooth out the edges so your PC's are none the wiser. This to me works very well, there is no reason to completely detail out ever little.... detail, because the Players are exploring the world and have no idea how big or little certian things are and it is up to them to discover this.. So if the PC's want to get to know more about a certian subject this will be thier adventure. I as the DM will improvise, detail, and bounce the hook off the players as I go along. Ofcourse sometimes things need more detail, like dungeons, so map those out and fill them with creatures and traps for the players to explore... Yes. [/QUOTE]
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