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*TTRPGs General
"Open" vs. "Goal" Campaigns
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<blockquote data-quote="howandwhy99" data-source="post: 514549" data-attributes="member: 3192"><p>I have to admit, I'm behind Sir Whiskers 100% on this topic. Goal-based adventures seem to beat the players over the head with one or two story leads and the players are supposed to "go along with it". Maybe this works with simulation games, where you're trying to recreate a specific story, like the old DL modules, but the the innovation, experimentation, and for me, the fun never seems to show up in these games.</p><p></p><p>Right now our GM is running us through a very active world with an overarching story behind it. However, he has said that he wants us to choose our own path. And my fellow players do keep suggesting ideas that have nothing to do with the current plotlines. My current favorite is to let the Mongolian horde overrun our city (Budapest) and to shore up in the undead filled catacombs beneath. Then, using hit-and-run tactics to mess with the coming Army after they've taken the city. We'd pretty much do whatever seemed fun: fortify the catacombs, 'taint' their blackpowder stores, put soap in their rations, charm 'em, forge documents, start an underground revolution, console those poor, young lasses stuck in the city, etc. If we get bored, then we can try and sneak out. If we caught, we're in the hands of the DM. </p><p></p><p>IMHO, the players (altogether) really make the game enjoyable more often than the GM. <strong>The gamemaster is the foundation</strong> for all this: interweaving more storylines, throwing cool characters at us, dropping in interesting combats, weird items, quirky spells, horrifying monsters, challenging dungeons, you get the idea.</p><p></p><p><strong>The players are there to be the story.</strong> If you're saying to yourself, damn!, I wish we could start our own country in the Caribbean; Do it! It's your fantasy. (You might get bored after you've built paradise, though. Of course, if the GM should arrive with some guerrillas wishing to free the country, don't let it get you down <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) </p><p></p><p><strong>Everyone's there to facilitate one another's good-time fantasy</strong> And likewise, everyone (not just the GM) should prepare and take iniative when it comes to playing. Personal initiative. Then play it, wing it, get into character, tell jokes, have fun. </p><p></p><p>All of this is IMHO, of course. Play however you like <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=":)" /></p></blockquote><p></p>
[QUOTE="howandwhy99, post: 514549, member: 3192"] I have to admit, I'm behind Sir Whiskers 100% on this topic. Goal-based adventures seem to beat the players over the head with one or two story leads and the players are supposed to "go along with it". Maybe this works with simulation games, where you're trying to recreate a specific story, like the old DL modules, but the the innovation, experimentation, and for me, the fun never seems to show up in these games. Right now our GM is running us through a very active world with an overarching story behind it. However, he has said that he wants us to choose our own path. And my fellow players do keep suggesting ideas that have nothing to do with the current plotlines. My current favorite is to let the Mongolian horde overrun our city (Budapest) and to shore up in the undead filled catacombs beneath. Then, using hit-and-run tactics to mess with the coming Army after they've taken the city. We'd pretty much do whatever seemed fun: fortify the catacombs, 'taint' their blackpowder stores, put soap in their rations, charm 'em, forge documents, start an underground revolution, console those poor, young lasses stuck in the city, etc. If we get bored, then we can try and sneak out. If we caught, we're in the hands of the DM. IMHO, the players (altogether) really make the game enjoyable more often than the GM. [B]The gamemaster is the foundation[/B] for all this: interweaving more storylines, throwing cool characters at us, dropping in interesting combats, weird items, quirky spells, horrifying monsters, challenging dungeons, you get the idea. [B]The players are there to be the story.[/B] If you're saying to yourself, damn!, I wish we could start our own country in the Caribbean; Do it! It's your fantasy. (You might get bored after you've built paradise, though. Of course, if the GM should arrive with some guerrillas wishing to free the country, don't let it get you down :p) [B]Everyone's there to facilitate one another's good-time fantasy[/B] And likewise, everyone (not just the GM) should prepare and take iniative when it comes to playing. Personal initiative. Then play it, wing it, get into character, tell jokes, have fun. All of this is IMHO, of course. Play however you like :) [/QUOTE]
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