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Post by Deleted on Jan 29, 2012 8:32:29 GMT -8
Morning Jackers, I was going to post this in the SW area..but figured this is general enough for the masses.
I am finding it harder and harder to sit down and work on my campaign. Time constraints..ect. This is causing me to not be prepared in time or at all. This isn't fair and making me mad.
I know many of the SW settings have very good plot point campaigns and I was considering shifting over to one of those for my next game.
The goal was to use these as guidelines but not as a strict rule. And the hope was that the provided structure would allow me to quickly prepare for a game even if the "rails" are ignored
I have a few concerns: 1) As players: Would you hate this and why? Concerns/Suggestions?
2) As GMs: Have you used something like this and was it effective.
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Post by Deleted on Jan 29, 2012 13:06:22 GMT -8
haven't used the Savage Worlds plot point adventures, but the style is how I write my campaigns so I use it all the time.
I just have a list of big plot points I want to hit and then let the players do their thing and adjust the plot points to fit in at appropriate moments. It saves me alot of time in prep and allows the players to set the path while also letting me tell a relatively coherent story along their journey.
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Post by Deleted on Jan 29, 2012 17:26:54 GMT -8
The Necessary Evil plot points were great for me when I started a campaign. I only ran like 3 adventures from it, but what it did was help me envision the arc that the world would take. It told me a lot about what sort of things the NPCs would be doing when the PCs went in their own direction and gave me little events and elements to reference when the players wanted to know more about the world. I only ran a few adventures as written but I still hit numerous points by combining adventures, heavily modifying them, or just slotting those plot developments into completely new adventures.
If GM and players just want some direction for a campaign then look at the overall arc of the plot points and apply that to your game. I don't see why any players should be against that, unless they have a very rigid concept about the world or their character arc. If that's the case then the group has deeper problems.
Inverse example: We started a Deadlands campaign a few months ago. One of the players was a Deadlands super fan, a guy who owns all the old materials and has read and reread the fiction an metaplot. He's more interested in the story of Deadlands than the game of Deadlands. He had a particular vision for what the game was going to be (revelling in the apocalyptic shit) while the GM and the rest of us players wanted to tell a story about a town surviving, growing, and thriving on the frontier. His thinking was so deep in metaplot he couldn't see or contribute meaningfully to the story everyone else was telling.
That was a symptom of a deeper problem, though. One player going one way, the rest of the group going another, and we left him behind.
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Post by hoseirrob on Jan 30, 2012 8:34:06 GMT -8
I have been both a player and a GM with plot point campaigns. As a GM with time constraints, i loved it, but you have to still really take some time out to read things and figure out ways to put your own flair into it and personalize for the players.
As a player you have to look at what your group is looking for. My group met to just hang out as friends and mess around with rpgs. I know some groups meet to get immersed in a worlds for eight+ hours and be part of a far and wide reaching narrative.
If your group is more like the second one, plot point stuff may not work as well.
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Post by jazzisblues on Jan 30, 2012 8:43:58 GMT -8
I've used the Slipstream plot point setting and found it to be a wonderfully flavored pulp scifi game setting with lots of really interesting flavor.
JiB
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