First Open world campaign: DM Advice


Advice


For better or worse, I've decided to step away from my usual planned-sessions for a sea-based, over-and-under-water open world style. I've got a map, settlements, and factions all partially planned, a loose plot in mind, and some semi-random encounters in mind for the first few levels...

So, question for anyone that has tried it or thought of trying it before. What should I be thinking of now, rather than after the first session?

Shadow Lodge

1 person marked this as a favorite.

Start small like a small town for them to explore than grow the area as they grow. Ask them what they intend to do after each session.


I second asking for an inkling of their plans after each session.

Second, given that the encounters and settlements will have some relation, try to figure out how a decision/solution taken by the group on problem A will affect the other factions around. This will give a sense of immersion and make the group feel as if their actions meaningfully alter the world.

Third, try to work with 2-3 'main' plots which are all open to the group, so that they can choose but you can still somewhat predict what they will do.

Limit either A) their alignment or B) the ways in which gear and items get bought and sold. Otherwise you run the risk them murderhoboing your merchants for increased WBL.

Finally, prepare/steal a good random encounter generator, and have many generic NPCs (guards, bandits, aristocrats) prepared in case they want to get into it in a random town.

Give them more options, but guide them towards stuff you do have prepared, otherwise your campaign will spiral out of control!

Dark Archive

Always create hooks and rumors your players can follow up on, even if they do so much later in the campaign. Even if they don't, it will still add color to your campaign and make it seem that many other things which are going on in the greater world.

Grand Lodge

I'm currently doing the same thing. I created my world based on greyhawk, with some of elric mixed in. The only thing mapped for the players is the current town, and routes to known locations, rest is gossip and heresay. I
planned all the main encounters and sceneries in advance, but leave random encounters to chance.


Perhaps they should be able to buy special items from merchants in 1d4 days, plus or minus a bit given how far they are from an urban center. I'd find it weird if merchants kept every item ever on hand at all times.

Make a list of random NPCs. Make sure they all have distinguishing features. Also have a story with a fill-in-the-blank space for names.

If they decide to murderhobo and attack anything in sight, toss in some encounters to make them feel bad about themselves. Like if they go to pirate ships, make sure one of the ones they blow up is a refugee ship filled with orphans (who have "loot" in the form of teddy bears, notes from dead parents, crayon drawings, etc. or something). Try to restrict the areas or concentrate the activity in a single area, so that you have time to organically develop the rest of your world.

Players will be able to get the places you never intended them to get, and will actively try to break into taboo locations. Use reverse psychology to get them to go places, but just be ready for anything.


Heh. Thanks for the advice so far! I was planning on supplementing the npc codex, which I have already, with psionics embodied, and pull them out when I need them. I should be mostly safe from murderhoboing- on last account we had a paladin, a lawful good character, and a monk, so the last character probably can't change the mechanic too much.
Guess that just leaves plots and rumours- I've the core of a bounty and job board, but once I've finished with the map I'll make plot hooks my next big focus. And thanks for the advice on getting their ideas down ahead-this should be amazingly useful!

Sczarni

Here is several advises, ideas and general tips for such campaign. I haven't read the above advises so they might overlap a bit:

- Keep the story lose, but occasionally add a small railroadish plot simply to push PCs a bit toward it. Game without story can become stale fairly fast. If your PCs aren't into it, then you'll have to come up with other ways to keep the campaign interesting.
- Use the imagination and realism for monster, hazard and social encounters. A trading vessel stuck inside the storm might be perfect time to help them out or plunder their distracted ship. This can lead to a lot potential ideas and encounters.
- Use the NPC Codex when you need it. It contains best general statistics of NPCs. Occasionally, you can assume some simple skills, such as Mayor of the town having +10 on Sense Motive checks, without consulting with it. Be sure to decide how big the bonus is before you roll the dice.
- Use the percentage dice when you are stuck between deciding of what should happen next. The trade building has some guards in it? Roll 25% chance that they are out on patrol. Perhaps some of them are asleep on the boring job? Roll 10% chance for it. Etc.
- Random charts for weather and random encounters are your friend. Don't use them constantly though, only when you need some inspiration or feel that something should happen during those 2 weeks of journey.
- Online software such as treasure generators, NPC name generators, weather generators, Initiative trackers, etc are helpful.
- Compile a general story and villains in it. Set up a calendar of events that will happen regardless if PCs intervene or not. World is moving always, whether they act on the story & events or not. These things keep players interested into the campaign among other things.
- Prepare mini's, possible map packs, dices, etc.
- Keep the world around characters reactive. NPCs have their own motives. If the NPC offers a job to PCs to bring them the Larry's documents (moderately hard task), PCs hear the next day that Larry is about to be executed for high treason or such. If they are good-aligned, they might realize their mistake. Keep the game tricky and interesting.

That's all I could come up with at the moment,

Adam


Dotting for future reference

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / First Open world campaign: DM Advice All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice