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<blockquote data-quote="babi_gog" data-source="post: 8970380" data-attributes="member: 7028726"><p>I would suggest that the "adventures" produced for <em>Avatar Legends </em>give a good balance. Set up the scenario, and then see where it goes.</p><p></p><p>For most of my campaigns, I tend to have the time line written out as what will happen if the players don't interact with it. Then I give them a semi-sandbox setting (a region map, a city map), with points of interest on it. As they visit and interact with point bits of the time line plot are there, players choice if they interact. Once they do effect it, then it's see what the impact is and rework the plan going forward, so action taken effects the ongoing plot, even if the players don't realise it (eg, always using the same set of spells/response to situation, then as word gets out about this people will turn up with counter measures against that response). This brings in the clocks and fronts aspect of the game.</p><p></p><p>Also I tend to run a campaign as a TV series, with every session being an episode. Some will focus on the larger plot, some will dip into the large plot but be more focused on "monster of the week", and some will just have a hint of the larger plot dropped in discreetly - and often is notices a few sessions later.</p></blockquote><p></p>
[QUOTE="babi_gog, post: 8970380, member: 7028726"] I would suggest that the "adventures" produced for [I]Avatar Legends [/I]give a good balance. Set up the scenario, and then see where it goes. For most of my campaigns, I tend to have the time line written out as what will happen if the players don't interact with it. Then I give them a semi-sandbox setting (a region map, a city map), with points of interest on it. As they visit and interact with point bits of the time line plot are there, players choice if they interact. Once they do effect it, then it's see what the impact is and rework the plan going forward, so action taken effects the ongoing plot, even if the players don't realise it (eg, always using the same set of spells/response to situation, then as word gets out about this people will turn up with counter measures against that response). This brings in the clocks and fronts aspect of the game. Also I tend to run a campaign as a TV series, with every session being an episode. Some will focus on the larger plot, some will dip into the large plot but be more focused on "monster of the week", and some will just have a hint of the larger plot dropped in discreetly - and often is notices a few sessions later. [/QUOTE]
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