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What a great storytelling DM looks like
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<blockquote data-quote="Tav_Behemoth" data-source="post: 5086080" data-attributes="member: 18017"><p>I had the same experience (although in our Sasserine campaign the players were thieves)!</p><p></p><p>Savage Tide was the campaign I ran immediately before starting my current sandbox game. Part of my wanting to go in that direction was having felt like players got the most enjoyment out of the Sasserine beginning of the campaign, where their own directions could flower in an open-ended environment. The later sections were less celebrated by this group despite the exotic locales the adventure path took them to, and the dramatic techniques like foreshadowing and closure that I could employ because I knew where the path led. For my part, I found it to be a lot of work to figure out that destination ahead of time, work in ways to place leads in that direction, and worry about the players getting off-track - especially since this work was in addition to (and sometimes in conflict with) the everyday effort of reacting to the things the players wanted to do.</p><p></p><p>Planning for the Sasserine side campaign was easier for me because it was just-in-time. There were lots of player goals that adventures would form around, and a place-centered way for consequences from previous actions to come back and create conflict and complications; as players progressed towards their goals, and the effects of previous actions piled up, the game would take on a direction of its own without me as GM needing to stress about it.</p><p></p><p>So yeah, I think important factors here are "which kinds of work does the GM find easy, and which are difficult/stressful for them" and "how much do the players value freedom vs. the guarantee of dramatic closure".</p></blockquote><p></p>
[QUOTE="Tav_Behemoth, post: 5086080, member: 18017"] I had the same experience (although in our Sasserine campaign the players were thieves)! Savage Tide was the campaign I ran immediately before starting my current sandbox game. Part of my wanting to go in that direction was having felt like players got the most enjoyment out of the Sasserine beginning of the campaign, where their own directions could flower in an open-ended environment. The later sections were less celebrated by this group despite the exotic locales the adventure path took them to, and the dramatic techniques like foreshadowing and closure that I could employ because I knew where the path led. For my part, I found it to be a lot of work to figure out that destination ahead of time, work in ways to place leads in that direction, and worry about the players getting off-track - especially since this work was in addition to (and sometimes in conflict with) the everyday effort of reacting to the things the players wanted to do. Planning for the Sasserine side campaign was easier for me because it was just-in-time. There were lots of player goals that adventures would form around, and a place-centered way for consequences from previous actions to come back and create conflict and complications; as players progressed towards their goals, and the effects of previous actions piled up, the game would take on a direction of its own without me as GM needing to stress about it. So yeah, I think important factors here are "which kinds of work does the GM find easy, and which are difficult/stressful for them" and "how much do the players value freedom vs. the guarantee of dramatic closure". [/QUOTE]
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