"Wandering" or "Direction"

Which do you prefer?

  • Wandering - The DM lets you wander around the map where you must find your own adventure

    Votes: 30 42.9%
  • Direction - The DM gives you direction by giving you an adventure to complete

    Votes: 40 57.1%


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A combination of both. ;)

If the group is good for it, I prefer wandering -- if by "wandering" you mean a more self-directed game, rather than a predtermined plotline. Even then, I think you generally need some measure of direction, perhaps a bit less than the "average" module.

My current campaign is set up to be fairly directed early on -- while everyone gets used to their characters, the style, and the world -- and then become less and less directed as time progresses.
 

A mixture - usually achieved through the placement of a reasonable number of different plot-hooks among which the players may choose.
 

Depends.

For a campaign, I prefer an emphasis on "wandering", with just enough "direction" from the GM to keep things moving. For one-shots, I prefer lots of "direction", since that's the whole point.

But either way, it's not an either-or situation. It's a question of balance: how much of each creates the best mix.
 

I prefer directed adventures. I prefer to spend my time gaming deciding how to effect the situation, as opposed to spending hours trying to determine what there is to even effect.

I played in a wandering campaign, where you spent forever trying to find something to do. Sometimes it would take the group a whole 8 hr gaming session just to find the plot. :confused: Needless to say, everyone was quite bored at the end of one of these sessions.
 

Ideally, I prefer a mix of the two; the ability to do 'anything' if desired, as well as enough prodding to make sure things don't end up getting out of control (or that any storyline stays valid).

In practice, direction works better, as there tends to be very little really keeping the party intact.
 


I prefer direction at the beginning, when characters are fragile and still being developed and the style and setting of the campaign are still being established. Then as the game goes on and everyone gets more comfortable with all of that and begins to develop likes, dislikes, friends, enemies, plans, and all that good stuff, I prefer the direction to be throttled back so more wandering can be done.

In other words, I want there to be interesting things presented to me in the game, and when I start finding other things in the game to be interested in, I want the GM to be willing to let me explore those, too.

Why, look here, haiiro's summed it up in one sentence:
haiiro said:
My current campaign is set up to be fairly directed early on -- while everyone gets used to their characters, the style, and the world -- and then become less and less directed as time progresses.

--
it's not an either/or question, it's a when/where question
ryan
 

Herpes Cineplex said:
I prefer direction at the beginning, when characters are fragile and still being developed and the style and setting of the campaign are still being established. Then as the game goes on and everyone gets more comfortable with all of that and begins to develop likes, dislikes, friends, enemies, plans, and all that good stuff, I prefer the direction to be throttled back so more wandering can be done.

In other words, I want there to be interesting things presented to me in the game, and when I start finding other things in the game to be interested in, I want the GM to be willing to let me explore those, too.

Exactly. Direction is often needed at a campaign's start, to help the players to understand the setting, the NPCs and their motivations, etc. Once things are well underway, the players will likely begin to insist on doing this or doing that without direction.
 

I chose directed. I like a little of both, but I generally trust my DM to know his gameworld better than the players so that he can come up with plots that keep us all involved and fit the gameworld. I prefer the wandering be confined to subplots, so that if something doesn't interest all the characters nobody feels left out because each can come up with his own subplots to pursue.
 

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