"Open" vs. "Goal" Campaigns

Quasqueton

First Post
As a player, do you prefer "open" campaigns or "goal" campaigns?

Do you prefer campaigns where the PCs are the stereotypical random adventurers out taking on challenges as they see them? Or do you prefer campaigns where the PCs are specifically joined to reach a specific goal?

I realize that often the randomly-met-in-a-tavern adventurers will take on a certain goal, even for a sizable chunk of campaign time. But the current goal is usually not the reason for the campaign. After the army is turned back, or the lich is destroyed, or the caravan reaches its destination, the adventurers turn to a new goal. These are the "open" campaigns I'm meaning.

The "goal" campaigns are those where the PCs have specifically gathered for a specific (even if widely defined) purpose, and each PC knows this. The campaign will probably end when the PCs have attained that goal. I'm including impossible goals in this catagory -- destroy all dragons in the world, bring down a god's power.

Which style do you most like to play? Do you like the wandering troupe of "troubleshooters", or do you prefer the dedicated "crusaders"?

I'm wondering which style to run with a new group of players.

Thanks.

Quasqueton
 

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Are they new to gaming or just new to you?

If they're new to gaming I'd say the goal-oriented campaign would be a better start, so they wouldn't have to worry about motivating their character while still trying to learn the rules. If they're new to you, but experienced, I'd say you should ask them the same question.

As a player, I prefer a mix. When one goal is achieved, you can always go open- for a while, then have another major goal surface.
 


"Open Ended Campaigns" require a totally different type of DM. Just my experience. Not many people are up to it, and I'll tell you: despite all the fun you have thinking on the players behalf -the DM has more trouble with enjoying the storytelling aspect because the story is told to the DM more than usual...
 

I don't like linear games. Players should have the freedom to go wherever they want and do whatever they want. Of course, this is more work for the DM because he/she has to put together an entire world and always have a few possible adventures handy. Even in a open-ended game, the DM will occasionally have to nudge the players a certain direction but that should not be done too often. One good thing about a goal-oriented campaign, however, is that there is an "epic" feel to it and the players are trying to achieve an end result. Still, I prefer a game in which the players, not the DM, create their own goals and build their own story. It's all about improvisation and going with the flow really, in my opinion. :)
 

It's very hard for me to admit my limitations and/or failings, but I must regretfully acknowledge that I am utterly incapable of running an "open" campaign. Players either hop on the train, or nothing happens!
 

As DM, for my current campaign, my intent is to run a "Goal" campaign while letting the players convince themselves that they are playing in an "Open" campaign.

I think they know better, but by now enough of the players have taken the bait that it's not a problem.
 

I have difficulty running Goal campaigns because I have never really done it. Mine are more open-ended. I tend to not fully create the world (published or homebrew) until the bulk of the characters are completed. I have had fun in both, however when playing a PC. :)
 

I am glad that I am not the only one Noah who can't run an open type game.

The key I have read is to make the PC's have the illusion of choice but really they go down the same basic path regaurdless.
 

bolen said:
The key I have read is to make the PC's have the illusion of choice but really they go down the same basic path regaurdless.

Yep, or to listen closely to what they seem to want now (what they talk about amongst themselves) and then prep material for that kind of scenario a few sessions down the line.
 

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