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The Narrative Campaign, Utopia or Doable?
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<blockquote data-quote="Blue" data-source="post: 7330335" data-attributes="member: 20564"><p>It could work, though as [MENTION=23935]Nagol[/MENTION] pointed out there are systems that are much better suited to that then D&D.</p><p></p><p>I personally go the other extreme. Before the start of the campaign I sketch out a few ideas - they don't need to be consistent with each other or fleshed out at all. Just so that I have some clues if the players come asking. Some I might be attached to, others might just be "hey, what about this". </p><p></p><p>Then comes session 0, where we work our characters and motivations and hooks - and that's going to form the basis for where the campaign is going. At that point I pick up need ideas from the players on where they want to go, see how the ideas they have can hook into my pre-campaign ideas (and which ones don't fit), and steer people who are looking for hooks and connections into those that others are already connecting into. I usually end up with three or so big arcs that have buy-in from several players, as well as ideas for character arcs to drop in.</p><p></p><p>During play, I lay pipe (as in the screenwriter meaning: put in foreshadowing) even before I know exactly how it's going to connect in. As the game goes on, players understanding of their own characters mature as well as the dynamics, and that changes things. Stories that come out also change the arcs. My campaign wrap-ups rarely match what I pictured at campaign start, evolving with play. My basic tenant is that until something hits the table, it's not true. So even if I've envisioned something, that can (and should) change to make a better story / more fun play unless it would invalidate something that's already come into play.</p><p></p><p>So, for my style, the idea of going in with a story to tell would not fit my personal brand of running a game. But even with that there's direction. "I'd like player to play heroes" or what have you. Taking that a step further to "I'd like to do our own twist on the legend of the defeat of Arawn" (or whatever) is something you can easily propose to players.</p><p></p><p>The joy of tabletop RPGs are there are so many good and valid ways to play, as long as everyone is enjoying themselves. So find some similarly-minded people and give it a try.</p></blockquote><p></p>
[QUOTE="Blue, post: 7330335, member: 20564"] It could work, though as [MENTION=23935]Nagol[/MENTION] pointed out there are systems that are much better suited to that then D&D. I personally go the other extreme. Before the start of the campaign I sketch out a few ideas - they don't need to be consistent with each other or fleshed out at all. Just so that I have some clues if the players come asking. Some I might be attached to, others might just be "hey, what about this". Then comes session 0, where we work our characters and motivations and hooks - and that's going to form the basis for where the campaign is going. At that point I pick up need ideas from the players on where they want to go, see how the ideas they have can hook into my pre-campaign ideas (and which ones don't fit), and steer people who are looking for hooks and connections into those that others are already connecting into. I usually end up with three or so big arcs that have buy-in from several players, as well as ideas for character arcs to drop in. During play, I lay pipe (as in the screenwriter meaning: put in foreshadowing) even before I know exactly how it's going to connect in. As the game goes on, players understanding of their own characters mature as well as the dynamics, and that changes things. Stories that come out also change the arcs. My campaign wrap-ups rarely match what I pictured at campaign start, evolving with play. My basic tenant is that until something hits the table, it's not true. So even if I've envisioned something, that can (and should) change to make a better story / more fun play unless it would invalidate something that's already come into play. So, for my style, the idea of going in with a story to tell would not fit my personal brand of running a game. But even with that there's direction. "I'd like player to play heroes" or what have you. Taking that a step further to "I'd like to do our own twist on the legend of the defeat of Arawn" (or whatever) is something you can easily propose to players. The joy of tabletop RPGs are there are so many good and valid ways to play, as long as everyone is enjoying themselves. So find some similarly-minded people and give it a try. [/QUOTE]
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