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When Player Driven Adventures Don't Pan Out
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<blockquote data-quote="Reynard" data-source="post: 9835188" data-attributes="member: 467"><p>In this case, there is no path, just an agreed upon end goal (we had a strong session 0 establishing this).</p><p></p><p>Don't get me wrong, the campaign is fun and we have had some wacky adventures so far as the PCs try and build themselves up to be able to go toe to toe with the BBEG.</p><p></p><p>it is just more me-driven than I was sort of hoping and imagining in the beginning. Which is not a problem, really, so much as a mild disappointment. It is just that last night's session underscored the fact.</p><p></p><p>Anyway, beyond this specific campaign and group, some of my most favorite periods behind the screen have bene with linear-ish campaigns where the players were really excited to ride the rollercoaster. A good example is when I ran BG<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />iA. That is not a great adventure, but we had a great time because the structure of the adventure allowed us to go hog wild. I had Doom Troopers drop in to Avernus on the PCs. The captured Unicorn became a major NPC. The vampire tree was a high point. And of course it came down to a furious battle in the sky with a fallen angel. Great stuff. linear as all get out.</p><p></p><p>But I have also had some great player driven campaigns, and in the end I like those more for what they provide that linear, GM driven campaigns can't: truly affecting and surprising stories emerging from play.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9835188, member: 467"] In this case, there is no path, just an agreed upon end goal (we had a strong session 0 establishing this). Don't get me wrong, the campaign is fun and we have had some wacky adventures so far as the PCs try and build themselves up to be able to go toe to toe with the BBEG. it is just more me-driven than I was sort of hoping and imagining in the beginning. Which is not a problem, really, so much as a mild disappointment. It is just that last night's session underscored the fact. Anyway, beyond this specific campaign and group, some of my most favorite periods behind the screen have bene with linear-ish campaigns where the players were really excited to ride the rollercoaster. A good example is when I ran BG:DiA. That is not a great adventure, but we had a great time because the structure of the adventure allowed us to go hog wild. I had Doom Troopers drop in to Avernus on the PCs. The captured Unicorn became a major NPC. The vampire tree was a high point. And of course it came down to a furious battle in the sky with a fallen angel. Great stuff. linear as all get out. But I have also had some great player driven campaigns, and in the end I like those more for what they provide that linear, GM driven campaigns can't: truly affecting and surprising stories emerging from play. [/QUOTE]
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