you're starting a new campaign: defining story arc or go with the flow?

I may have an idea for a single story arc, but I usually don't drop it on the players at the very beginning. I run a couple of unrelated adventures to start, then I might try and tie them into the story arc, which may end up being modified as a result.

My best idea was player inspired when they saw a huge conspiracy in a side quest I ran to fill for time after they finished the previous adventure only an hour into the session. Their idea was so good, I just had to weave it in, and that sparked several other ideas which really changed the arc. Since I had only given out small bits of the larger story up to that point, it was easy to make the changes.
 

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There's gotta be a metaplot IMCs. But within that context, the players can do as they will. It only gets as 'railroady' as the players want it to get (sometimes they lack motivation and need a gentle push...).
 

I can't be bothered to make a "story" that lasts more than about 6 to 8 sessions. This means that my players get closure on stuff fairly quickly, which they enjoy, and it means i get to change up whats happening every so often.
 

I generally start with a short, simple adventure that draws the PCs together and gets them started as adventurers, then leave it to them to drive the game forward with their own goals and actions, just dropping plot hooks here and there, and giving them some reason to adventure together beyond the first mini-adventure. So I just go with the flow; if the PCs want to explore their background or pursue their own goals, so be it. If they want me to give them a nudge and some kind of goal/mission, then so be it.

That said, I'm also fine with running actual plots and adventure arcs, I'm just not used to it so much, and have only tried it a few times. If I had some more free time and focus, I'd do the prep work for another such game since it's been a while and my previous three fell apart from scheduling problems.
 

SpiderMonkey said:
I prefer to have one over-arching storyline (metaplot?) for my campaigns with the occassional unrelated diversion. Ideally, what happens is that each of the players not only has a hook, but develops their own based on their actions and interactions with the PCs.

Thats pretty much my preference as well.
 

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