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When Player Driven Adventures Don't Pan Out
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<blockquote data-quote="Reynard" data-source="post: 9835131" data-attributes="member: 467"><p>Last year, I started a D&D 2024 campaign to give the rules a "fair shake" and I decided to base the campaign on a great map (Dyson Logos' Autumnlands) a strong premise (a evil wizard has usurped the throne) and a player-driven narrative. The only requirement was that the PCs all be harmed directly by the Usurper, and their goal is to gain enough power and resources to eventually take him down. And it has been a fun game. We are fast leveling just to see the different tiers of play, but otherwise it has been pretty standard "open world" exploration and adventure.</p><p></p><p>We are playing via Fantasy Grounds, but we have limited "table time" so late last year (2 month ago ish) we decided to start trying to deal with the "downtime stuff" via our Discord between sessions, and save the sessions for things that need the table (NPC interactions, dungeon delving, fights, etc). The PCs are leaders of the resistance against the Usurper and are trying to build alliances with various factions, as well as pursue personal goals. And while a couple of the players are making an effort, most do not. More importantly, I am always asking them "What are you guys doing next, so I can prep that thing before we play?" )in addiiton to responding to the non-table stuff).</p><p></p><p>Because of the holidays we had two weeks or so between sessions and they still could not tell me what they were doing next. So I finally had to create a situation they had to respond to.</p><p></p><p>And the session went great. I presented a scenario where one of the Usurper's main lieutenants was leading an army to an unaffiliated city to force a "treaty" and the PCs beat them there and negotaited with important NPCs etc.. Now, the army is at the gate and the PCs are planning to strike at the general. Great stuff. Lots of fun.</p><p></p><p>What bugs me though is that I had to revert to a very traditional kind of adventure set up: this thing is happening, what are you doing? When what I was hoping for was a player driven campaign where they decided what was important.</p><p></p><p>Anyway, I am just grousing. it is a good game and I like the PCs (and the players, of course). I have been trying to force the player-driven thing for a long time and I think maybe that's done and it will be a rollercoaster to the end now.</p><p></p><p>So, what are your experiences with player driven campaigns? Do you find them to work, require extra effort, or never work? Do you prefer them in actual practice to more directed campaigns, or vis versa? Is your opinion different as a player vs as a GM?</p></blockquote><p></p>
[QUOTE="Reynard, post: 9835131, member: 467"] Last year, I started a D&D 2024 campaign to give the rules a "fair shake" and I decided to base the campaign on a great map (Dyson Logos' Autumnlands) a strong premise (a evil wizard has usurped the throne) and a player-driven narrative. The only requirement was that the PCs all be harmed directly by the Usurper, and their goal is to gain enough power and resources to eventually take him down. And it has been a fun game. We are fast leveling just to see the different tiers of play, but otherwise it has been pretty standard "open world" exploration and adventure. We are playing via Fantasy Grounds, but we have limited "table time" so late last year (2 month ago ish) we decided to start trying to deal with the "downtime stuff" via our Discord between sessions, and save the sessions for things that need the table (NPC interactions, dungeon delving, fights, etc). The PCs are leaders of the resistance against the Usurper and are trying to build alliances with various factions, as well as pursue personal goals. And while a couple of the players are making an effort, most do not. More importantly, I am always asking them "What are you guys doing next, so I can prep that thing before we play?" )in addiiton to responding to the non-table stuff). Because of the holidays we had two weeks or so between sessions and they still could not tell me what they were doing next. So I finally had to create a situation they had to respond to. And the session went great. I presented a scenario where one of the Usurper's main lieutenants was leading an army to an unaffiliated city to force a "treaty" and the PCs beat them there and negotaited with important NPCs etc.. Now, the army is at the gate and the PCs are planning to strike at the general. Great stuff. Lots of fun. What bugs me though is that I had to revert to a very traditional kind of adventure set up: this thing is happening, what are you doing? When what I was hoping for was a player driven campaign where they decided what was important. Anyway, I am just grousing. it is a good game and I like the PCs (and the players, of course). I have been trying to force the player-driven thing for a long time and I think maybe that's done and it will be a rollercoaster to the end now. So, what are your experiences with player driven campaigns? Do you find them to work, require extra effort, or never work? Do you prefer them in actual practice to more directed campaigns, or vis versa? Is your opinion different as a player vs as a GM? [/QUOTE]
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