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When Player Driven Adventures Don't Pan Out
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<blockquote data-quote="Blue" data-source="post: 9836181" data-attributes="member: 20564"><p>Just wanted to add one thing. I combined two player-driven things in my last campaign, but I did it poorly and it was a lesson for my next one.</p><p></p><p>In a classic sandbox, different areas can be quite different level than then PCs, and as long as you telegraph it that's fine.</p><p></p><p>When players are setting goals for their characters for the DM to incorporate, such as using the method from The Gamemaster's Book of Proactive Roleplay, players set three goals for their characters which can be various lengths. Like you might have some immediate steps or short term steps towards a medium-term or long-term goal.</p><p></p><p>The mistake I made is that when virtually combining these (I hadn't read that book at the time) was that there was no discussion between players and GM about the term of the goals. For example, the paladin wanted to deal with "The biggest threat to the Imperium", and steered the party on a beeline right for it. But it was never intended as a low-level threat, and players getting there and trying to move forward from a position of strength when they were really in quite the position of weakness wasn't satisfying, even if it was realistic. It could have turned into spending a big chunk of the campaign with intrigue and information gathering and getting allies <em>if</em> the whole group was into it, but it would have been more fun with better expectations set early with the players. It may have also caused some of the more "go with the flow" players to speak up, instead of the proactive player who was playing the paladin being such the steering force.</p></blockquote><p></p>
[QUOTE="Blue, post: 9836181, member: 20564"] Just wanted to add one thing. I combined two player-driven things in my last campaign, but I did it poorly and it was a lesson for my next one. In a classic sandbox, different areas can be quite different level than then PCs, and as long as you telegraph it that's fine. When players are setting goals for their characters for the DM to incorporate, such as using the method from The Gamemaster's Book of Proactive Roleplay, players set three goals for their characters which can be various lengths. Like you might have some immediate steps or short term steps towards a medium-term or long-term goal. The mistake I made is that when virtually combining these (I hadn't read that book at the time) was that there was no discussion between players and GM about the term of the goals. For example, the paladin wanted to deal with "The biggest threat to the Imperium", and steered the party on a beeline right for it. But it was never intended as a low-level threat, and players getting there and trying to move forward from a position of strength when they were really in quite the position of weakness wasn't satisfying, even if it was realistic. It could have turned into spending a big chunk of the campaign with intrigue and information gathering and getting allies [I]if[/I] the whole group was into it, but it would have been more fun with better expectations set early with the players. It may have also caused some of the more "go with the flow" players to speak up, instead of the proactive player who was playing the paladin being such the steering force. [/QUOTE]
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