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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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When Player Driven Adventures Don't Pan Out
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<blockquote data-quote="VHawkwinter" data-source="post: 9877860" data-attributes="member: 7040136"><p>In my experience most players don't set goals and doggedly pursue them, they mostly react to what happens around them. Occasionally one is motivated and the rest go along. When I am a player I usually work with the GM during chargen to come up with my campaign-long goal, and make sure it will work, and then I pursue that. But I am, in all things, an outlier.</p><p></p><p>Anyway: My general plan for player-driven adventure is to throw lots of stuff at them that's happening, while giving them limited time and ability to intervene and how, and then letting them choose /<em>what</em>/ they react to. Sometimes that turns into them setting and pursuing their own goals, but at the very least, they're often deciding who they cooperate with.</p><p></p><p>I usually try to throw 4-6 major factions at them with conflicting goals, plus side quests, temporary alliances, or sometimes an external threat that makes them temporarily band together.</p><p></p><p>But fundamentally I still operate on the assumption the players in my player-driven adventure will generally be reactive not proactive.</p></blockquote><p></p>
[QUOTE="VHawkwinter, post: 9877860, member: 7040136"] In my experience most players don't set goals and doggedly pursue them, they mostly react to what happens around them. Occasionally one is motivated and the rest go along. When I am a player I usually work with the GM during chargen to come up with my campaign-long goal, and make sure it will work, and then I pursue that. But I am, in all things, an outlier. Anyway: My general plan for player-driven adventure is to throw lots of stuff at them that's happening, while giving them limited time and ability to intervene and how, and then letting them choose /[I]what[/I]/ they react to. Sometimes that turns into them setting and pursuing their own goals, but at the very least, they're often deciding who they cooperate with. I usually try to throw 4-6 major factions at them with conflicting goals, plus side quests, temporary alliances, or sometimes an external threat that makes them temporarily band together. But fundamentally I still operate on the assumption the players in my player-driven adventure will generally be reactive not proactive. [/QUOTE]
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