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Telling a story vs. railroading
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<blockquote data-quote="howandwhy99" data-source="post: 2961731" data-attributes="member: 3192"><p>I know Quasqueton has stopped posting, but in case he's still reading this thread I thought I would give a response.</p><p></p><p>I've played under 2 masterful DMs these past few years and now I'm running my own campaign. All of us have run the game in a "limitless freedom" manner by one method or another and I can say it works very well. I personally enjoy it more than any other style I've played, so I thought I would share. It seems to have the fewest limits on PC action and requires little force beyond defining the game. Of course, it requires a good bit of inspiration for and by the players, but it also offers a style of play I think others do not.</p><p></p><p>Most RPGs do not operate under this freeform paradigm, but that's why I like D&D. It puts the players in the driver's seat. The play is more like that of generations past. Instead of toys built to entertain and then discard, it gives toys made for the players to entertain themselves. It asks for creativity and an initiative by all involved. Yet, like childhood play, it gives as much as it's given. I think the closest analogy would be to Legos today. (Only any Lego piece imaginable can be added to the pile) </p><p></p><p>A deliberate narrative is possible too, if the players desire. I think it maps best to other newer narrative games, but the situational parameters are really just made up in-character as we go along. On the other hand, I believe "The Impossible Thing Before Breakfast" mentioned earlier is a considerable stumbling block when plots are written as PC actions and not NPC actions. </p><p></p><p>All this talk on my part is a little self-conscious when really all it is is Fun. Just sit down and play. I may make it sound a little too good to be true, but a little proactive effort goes a long way. </p><p></p><p>In terms of how to design such a campaign, <a href="http://www.enworld.org/showpost.php?p=2959961&postcount=92" target="_blank">others</a> have mentioned my method isn't the only way. I posted a poll <a href="http://www.enworld.org/showthread.php?t=169104" target="_blank">HERE</a>. It's heartening to know others offer multiple adventures in their games as well. The work doesn't have to be overwhelming. Lots of folks create and endlessly tinker with their homebrew settings. Others create and tinker with their reams of house rules. I happen to like campaigns with a wide expanse of adventures and neat ideas. I create most beforehand, add as needed, and tinker as I go along. Once a piece is "in the world" I need only dig deeper and advance it like a Swiss clock.</p><p></p><p>Wilderlands mentioned earlier is a great example of a setting in this style. CSIO maps well too for large cities. Both are chock full of adventure. All a DM needs to do is drop a few preferred modules nearby the Start, fully detail that area, and sketch in the others nearby. Just expand between sessions as needed. </p><p></p><p>I use a published setting and published adventures to save time, anyways. If a DM only has time for one adventure to prepare, I'm sorry for them. But it isn't absurd to be able to do otherwise.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 2961731, member: 3192"] I know Quasqueton has stopped posting, but in case he's still reading this thread I thought I would give a response. I've played under 2 masterful DMs these past few years and now I'm running my own campaign. All of us have run the game in a "limitless freedom" manner by one method or another and I can say it works very well. I personally enjoy it more than any other style I've played, so I thought I would share. It seems to have the fewest limits on PC action and requires little force beyond defining the game. Of course, it requires a good bit of inspiration for and by the players, but it also offers a style of play I think others do not. Most RPGs do not operate under this freeform paradigm, but that's why I like D&D. It puts the players in the driver's seat. The play is more like that of generations past. Instead of toys built to entertain and then discard, it gives toys made for the players to entertain themselves. It asks for creativity and an initiative by all involved. Yet, like childhood play, it gives as much as it's given. I think the closest analogy would be to Legos today. (Only any Lego piece imaginable can be added to the pile) A deliberate narrative is possible too, if the players desire. I think it maps best to other newer narrative games, but the situational parameters are really just made up in-character as we go along. On the other hand, I believe "The Impossible Thing Before Breakfast" mentioned earlier is a considerable stumbling block when plots are written as PC actions and not NPC actions. All this talk on my part is a little self-conscious when really all it is is Fun. Just sit down and play. I may make it sound a little too good to be true, but a little proactive effort goes a long way. In terms of how to design such a campaign, [url=http://www.enworld.org/showpost.php?p=2959961&postcount=92]others[/url] have mentioned my method isn't the only way. I posted a poll [url=http://www.enworld.org/showthread.php?t=169104]HERE[/url]. It's heartening to know others offer multiple adventures in their games as well. The work doesn't have to be overwhelming. Lots of folks create and endlessly tinker with their homebrew settings. Others create and tinker with their reams of house rules. I happen to like campaigns with a wide expanse of adventures and neat ideas. I create most beforehand, add as needed, and tinker as I go along. Once a piece is "in the world" I need only dig deeper and advance it like a Swiss clock. Wilderlands mentioned earlier is a great example of a setting in this style. CSIO maps well too for large cities. Both are chock full of adventure. All a DM needs to do is drop a few preferred modules nearby the Start, fully detail that area, and sketch in the others nearby. Just expand between sessions as needed. I use a published setting and published adventures to save time, anyways. If a DM only has time for one adventure to prepare, I'm sorry for them. But it isn't absurd to be able to do otherwise. [/QUOTE]
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