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The strips • Episode 2458: Feudal Attraction (non-spoiler | GMing Advice)

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The solution here is not to write a roleplaying campaign like you're writing a story. It's not a piece of fiction with a fixed outcome that you can plan in advance. There's a nugget of advice that is often told:

Don't write plots, write situations.
I agree, but I kinda disagree to the specific direction you're taking. You can write plot, but, you need Player buy-in.

Far, far more important than "write situations and improvise your campaign to revolve around the Player's actions" is explain your campaign idea to your Players and get them to buy-in to the premise first.

Do you want to run a "West Marches style hex-crawl"? If your Players decide they'd rather play merchants, your campaign will not work. No amount of "riffing off the Player's actions" will get you to a West Marches hex-crawl if the Players don't want to explore the unknown wilds. Want to run a mega-dungeon? Better make sure the Players are onboard, some Players hate mega-dungeons and if you give them the chance they'll derail your plans and turn it into a city campaign instead (a city campaign is actually a different sort of mega-dungeon, just one you probably didn't map out or plan for and that has a lot more social interactions).

So above all else, get Player buy-in. They might be fine riding the rails from scene to scene and toot-tooting into those "epic set-piece battles". Or maybe they won't and they'll demand that "theirs is the hand on the wheel of this Character's fate", or maybe they'll enjoy a mix of PC agency and railroading.

But regardless, get the buy-in, then run the game the Players have bought into.

Statistics: Posted by evileeyore — 28 Apr 2024 17:46



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