Posted April 08, 2022
So I recently put a pause on GMing tabletop sessions due to scheduling conflicts getting out of hand, but I wanted some opinions anyway. I have a homebrew campaign that I originally planned to be sandbox-ish but ended up needing to turn into a guided experience because I actually needed to come up with stuff ahead of time, and figured that would be the more fun approach anyway. I made a general outline to better realize goals the players, based on their decisions and characterization in past sessions, would most likely follow, but I don't plan too far ahead due to the fact that wild card syndrome can, will, and has botched whatever questline I come up with.
My question is, what degree of planning should entail a campaign? Should I come up with a list of generic scenarios that I can then contextualize within the story? How much railroading should I enforce in order to get things going without disrespecting my players' actions? What's the best way to create on-the-fly situations?
My question is, what degree of planning should entail a campaign? Should I come up with a list of generic scenarios that I can then contextualize within the story? How much railroading should I enforce in order to get things going without disrespecting my players' actions? What's the best way to create on-the-fly situations?