When you start a new game...

dreaded_beast

First Post
Do you have a long-term campaign planned out with a definate start and end, or do you take it one adventure at a time and then tie those adventures together after the fact or as needed?

Or something in-between or totally different?
 

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The games I play in usually are a mix. There is a broad idea and based on what the character's do, some smaller adventures are thrown in.

I am currently not DM'ing anything, but I am working on a broad campaign that will include plenty of room. I wouldn't want to railroad my players into something, so I plan to keep enough open to give them options.

Hope this helps...
-Shay
 

I recently started a new campaign, I know where it begins and I have a pretty good idea where it ends, but I design adventures in between one at the time.

I like to have a clear goal for a campaign, and prepare "web-linked" adventures around it, sometimes throwing side-aventures that are clearly not linked to the goal.

Sadly, at this time, none of my campaign was played long enough for the PCs to reach the goal ;)
 

I don't have a set style. My last campaign had a single, overarching plotline with a fair degree of PC freedom and lots of side adventures. My current campaign is very episodic and I'm taking it one adventure at a time.

My perception is that this way definately keeps things from getting stale but it is a lot of work ginning up unrelated adventures all the time. The other issue is that of having an adventure ending early on in a session. I find that I'm better off to try and "beef things up" so that the adventure concludes at about the same time as the session if possible.

When I was running a single, continuous plotline then it was usually pretty easy to just have things flow directly into the next phase of the campaign.
 

Mish-mash.

I usually have a general idea of what the world will be doing outside of the PC's sphere of influence, and some vague, general macro-plot. Certain things happen at predetermined times, barring PC influence, and I decide what effect it has at that time. As the PCs stumble about the game world, they effect things, and between sessions, I determine what impact that has on my vague idea of a plot. I never know where a campaign will end when I start, and I really, really, like it that way.
 

My campaign has a larger plot going on behind the scenes, but the adventures themselves are planned out 2-3 adventures ahead as individual episodes, with a few threads from the larger plot being woven in as necessary. I also am trying to give them as many smaller things that they can follow up on or expand into adventures as possible. As things get closer towards the climax (it'll probably be a while), the episodes will become more directed, but for now, I'm trying to keep it pretty open. It's up to my players to decide if I'm doing a good job. :)
 

My campaigns tend to start with a short adventure to get the action started and get the group working together as a team. I spend another session or two getting a feel for the players, how they act as a group, what motivates them etc. From there I expand into further reaching plots, some are just mini-arcs that stand alone and others may appear to be mini-arcs initially but later the group learns something else tied them all together in some way.
 

My campaigns usualy start out as a series of smaller mini-campaings, growing into an overall plot at the characters gain in level. Usualy I dont have this thought out beyond a very rough sketch when a campaing starts (as I have to wait for the characters to develope before I can work them into a larger plot).
 

I am running a "Raider's of the Lost Ark" type campaign in Eberron.
It basically has 7 goals that need accomplished, and the players will level pretty quick.

This is the most planned campaign I have ever had. Normally we just play and if it becomes a campaign that is just a bonus.
 

My campaigns have a definite start. In no way, shape, or form do I know how they are going to end. I only know what's happening in the middle as they turn out.

At the start there is at least one overarching theme that has an effect (directly or indirectly) on the PC's in that "Bad guy(s) X is doing nefarious things Y"

The overall theme gets contributions in the form of changes and modifications from the PC's background.

After the initial game, and thereafter, I modify the overarching theme based on the PC's actions of effect (AOE's :p )

Rinse and repeat.

I don't care if the original theme plays out or not. It is just a kick start to get the game going. I find it very freaky to see campaigns evolve from this sort of beginning. They just morph all over the place yet remain consistent because of the history that evolves.
 

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