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General Tabletop Discussion
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Some Observations from My Most Recent Game
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<blockquote data-quote="pogre" data-source="post: 1900280" data-attributes="member: 6588"><p>I'm coming from the opposite direction in some respects. For years, my groups have preferred a more structured plot with an obvious hook. They enjoyed roleplaying, but figuring out what to do each week was not their idea of fun. I learned to keep the action flying at them and give them a clear goal and all was good.</p><p></p><p>This last campaign however, I started a new approach. Inspired to try a more open method by this b-board, I prepped several different small adventures. I presented the players with a half dozen possible adventure hooks in the first half hour of playing. They really latched onto it and have formed their own character goals and now e-mail me telling me what direction they would like to go in the next session. I don't always cooperate, but it is neat to see.</p><p></p><p>The method required a bit more prep for the campaign in the beginning, but now it really is almost running itself. The beautiful thing is there are so many loose threads hanging about I can throw a few more hooks at the party every week without creating more work for me now. The players negotiate with each other on what direction they are going for that week's adventure and there is a sense of player ownership in the campaign.</p><p></p><p>My group loves combat too - it's a major reason we play D&D. My group really enjoys the tactical aspects of the 3.5 edition. I am heavily into miniatures and modelling so that works well for all of us.</p><p></p><p>I used to be a minimalist when it came to magic - I favored a gritty low powered campaign. This time around I embraced the magic of D&D. No spell limits, no creation limits, just core rules - I found out most my players Like having cool stuff that blows things up! Struggling on the edge of death every week is not a fun game for them. They want a challenge, but after 2 TPKs in the prior campaigns - they are enjoying being in control of most situations.</p></blockquote><p></p>
[QUOTE="pogre, post: 1900280, member: 6588"] I'm coming from the opposite direction in some respects. For years, my groups have preferred a more structured plot with an obvious hook. They enjoyed roleplaying, but figuring out what to do each week was not their idea of fun. I learned to keep the action flying at them and give them a clear goal and all was good. This last campaign however, I started a new approach. Inspired to try a more open method by this b-board, I prepped several different small adventures. I presented the players with a half dozen possible adventure hooks in the first half hour of playing. They really latched onto it and have formed their own character goals and now e-mail me telling me what direction they would like to go in the next session. I don't always cooperate, but it is neat to see. The method required a bit more prep for the campaign in the beginning, but now it really is almost running itself. The beautiful thing is there are so many loose threads hanging about I can throw a few more hooks at the party every week without creating more work for me now. The players negotiate with each other on what direction they are going for that week's adventure and there is a sense of player ownership in the campaign. My group loves combat too - it's a major reason we play D&D. My group really enjoys the tactical aspects of the 3.5 edition. I am heavily into miniatures and modelling so that works well for all of us. I used to be a minimalist when it came to magic - I favored a gritty low powered campaign. This time around I embraced the magic of D&D. No spell limits, no creation limits, just core rules - I found out most my players Like having cool stuff that blows things up! Struggling on the edge of death every week is not a fun game for them. They want a challenge, but after 2 TPKs in the prior campaigns - they are enjoying being in control of most situations. [/QUOTE]
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