So after the bad news yesterday/today of the Tuesday night group not wanting too do it (no offence their loss!). I am still driving forward with my HOE Campaign.
So how am I going to do this, so I have been thinking long and hard about how I am going to structure it, and I think I have a plan.
In general I like to run my games pretty much of the cuff, so I can adapt the story as I go, so what I aim to do is work to a skeletal frame.
Title of the Story
Set up
Hook
Important Locations
Important NPC’s
It will literately be a wire frame for the actual individual stories, I guess it make sense to me.
It will almost be like chapters in a book with the different stories, but as I said to start with it will be all about them heading towards Junkyard, maybe as a convey .
But its only an example but it gives layers to the game, making it feel like a campaign but still being free enough so I can adapt by the seat of my pants!
What do you guys think? Do you think that’s the best way to move forward?
James
I used to put a lot of work on campaigns, planning your campaigns and/or modules suggest a lot of railroading.
ReplyDeleteNowadays I am more light on preparations. If I am not doing some sandboxing I am running pre-made campaigns.
Many RPGs have a lot of material in that matter (campaign settings), and Deadlands is not the exception.
Have you tried to do less work and use more sources?
its just going to be the bare basics, so that its not rail roaded, it will just give me a form of structure so i know where to take it. most of it will be made up as i go along.
ReplyDelete