Rabbitbait
Grog-nerd
I run a mixture lazy DM/sandbox/multi-junction railroad style. I might have to coin a phrase for that.
Step 1: Decide the area that the adventures are going to take place and work out the underlying politics and events that are likely to happen. Try and have three overarching plot arcs so that there is always something going on in the background, even if the characters are not involved.
Step 2: Get players to create characters and draft a backstory. Help them to adjust their backstory to fit the events and area. Change the area to fit their backstories where appropriate.
Step 3: Plot out potential character growth arcs to occur over the long scale of the adventure.
Step 4: Choose a starting adventure - something short that sets the scene and possibly leads into other stories.
Step 5: Choose a bunch of modules (because I'm lazy) that fit with what is happening. Adjust them to fit the area and politics (and in my case the world).
Step 6: Run the first adventure, with seeds of other potential modules.
Step 7: Let the players choose which thread to follow (in character), whether it leads to a module, a character arc mission or something else. As long as the players feel they have a direction it doesn't matter where they go.
Step 8: Work out the logical consequences of the players actions as they go and introduce them to the plot.
Step 9: Be willing to scrap anything, or introduce new things as you go.
I'm a great subscriber to the rule of three - let there always be three obvious options to choose from when you hit a point where a choice is necessary. That gives enough choice that it feels like the characters are not railroaded, but then the choice they make can lead to a section from a module that is bit of a railroad. It also means you can be prepared for whatever choice they make. That's fine for a while, but then when they hit the next point where they make a choice let them have 3 options again. One of those new choices might be a choice they didn't make before, or the repercussions of them not making that choice, or the repercussions of a choice they made a long long time ago.
But always always always let the players go completely off script if they feel that is appropriate within a railroaded bit. In those cases you just need to roll with whatever is going on and try and be logical about 'what would happen next'.
My campaign started off in Eberron with a bit of the Dragonspear Castle module, phased into Princes of the Apocolypse and may go into Out of the Abyss. I also have some old edition modules lined up if I need them. At the moment they are in Princes of the Apocalypse, but have gone off script and taken down the air temple with an army. This has led to the king requesting their presence, while at the same time (unknown to my players - I hope you're not reading this) civil war is in the offing as a direct result of the characters actions in revealing the cult activities of the Featherspire Knights.
So while I have a bunch of stuff lined up, really my campaign could end up going anywhere. That's the way I like it.
Step 1: Decide the area that the adventures are going to take place and work out the underlying politics and events that are likely to happen. Try and have three overarching plot arcs so that there is always something going on in the background, even if the characters are not involved.
Step 2: Get players to create characters and draft a backstory. Help them to adjust their backstory to fit the events and area. Change the area to fit their backstories where appropriate.
Step 3: Plot out potential character growth arcs to occur over the long scale of the adventure.
Step 4: Choose a starting adventure - something short that sets the scene and possibly leads into other stories.
Step 5: Choose a bunch of modules (because I'm lazy) that fit with what is happening. Adjust them to fit the area and politics (and in my case the world).
Step 6: Run the first adventure, with seeds of other potential modules.
Step 7: Let the players choose which thread to follow (in character), whether it leads to a module, a character arc mission or something else. As long as the players feel they have a direction it doesn't matter where they go.
Step 8: Work out the logical consequences of the players actions as they go and introduce them to the plot.
Step 9: Be willing to scrap anything, or introduce new things as you go.
I'm a great subscriber to the rule of three - let there always be three obvious options to choose from when you hit a point where a choice is necessary. That gives enough choice that it feels like the characters are not railroaded, but then the choice they make can lead to a section from a module that is bit of a railroad. It also means you can be prepared for whatever choice they make. That's fine for a while, but then when they hit the next point where they make a choice let them have 3 options again. One of those new choices might be a choice they didn't make before, or the repercussions of them not making that choice, or the repercussions of a choice they made a long long time ago.
But always always always let the players go completely off script if they feel that is appropriate within a railroaded bit. In those cases you just need to roll with whatever is going on and try and be logical about 'what would happen next'.
My campaign started off in Eberron with a bit of the Dragonspear Castle module, phased into Princes of the Apocolypse and may go into Out of the Abyss. I also have some old edition modules lined up if I need them. At the moment they are in Princes of the Apocalypse, but have gone off script and taken down the air temple with an army. This has led to the king requesting their presence, while at the same time (unknown to my players - I hope you're not reading this) civil war is in the offing as a direct result of the characters actions in revealing the cult activities of the Featherspire Knights.
So while I have a bunch of stuff lined up, really my campaign could end up going anywhere. That's the way I like it.