robertsconley
Hero
Because it means I can focus more of my prep time in the current campaign or session on other things that the players want to focus on and have fun with. In addition, elements of my campaigns that stuck around for that long with that level of detail are things that players both past and present found interesting.Once again I am compelled to query, what is the virtue of a "GM decided" from all the way back in 1986 on the fun being had today, by players now?
What are you are understandingly missing is the fact that my Majestic Wilderlands isn't 100% what Rob Conley thinks it is fun today. It also incorporates what groups of players have found fun to do stemming back to 1982 when I first started running campaigns in my setting.
The players are free to do anything as their characters. The world they inhabit however has a life of its own. If you want to get a sense of how things can go I recommend this journal that was kept by one of my players who played in a campaign that I ran using the D&D 5e rules in my setting.Is adherence to "simulationism" so rigid that it cannot brook even the suggestion of modification or change in the moment of play?
For a condensed version of another campaign I recommend these two posts. I never got around to Part III but
Nomar Part 1
Nomar Part 2
I never got around to Part 3 but it basically involved the Party getting a charter for an Inn from Prince Artos (King Arthur) at M a reward for capturing the Viking King of Ossary. Then starting construction of the Inn at N, some roleplaying and intrigue with the local Baron at P, and the bulk of that phase of the campaign was about clearing out the barrows on the Plain of Cairns at O.
As stated in my posts about Nomar, I setup the Nomar region everything else was a result of the players choosing what they wanted to do as their character. Moments that would drive most referees crazy would be Cei Kerac's player persuading the party to pay off their contract with the Baron of Abberset and joining the main army led by the Brotherhood of Wyrm.
Then the party decided after Cei Kerac's player left the campaign and they captured the King of Ossary to cash in and build an inn. Unlike helping the Brotherhood of the Wyrm, the decision to build an inn was truly a group consensus decision.
Not a whole lot of rigidity as far as I can see. I had to archive all the prep I did for the southern border of Nomar and take my notes on the Heatherbrush region and flesh them to what I needed for that part of the campaign. And yes the stuff I had from previous campaigns stemming back into the 80s saved me a lot of time.
I don't take it personally. All I can do is relay what happened, why did it, and what I plan to do differently and keep the same. If you try some of this for yourself and have questions I will be happy to answer them. So far it seems folks find some useful stuff from my blog and works.And again, I remain skeptical of how this thing, what I can only call "tradition" in the sense of Fiddler on the Roof, hijacked an entire hobby for 40 years, because it was assumed part and parcel of being part of the rules.