diceexploder.substack.com/p/calvinballing-a-whole-campaign/comment/21546785

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https://diceexploder.substack.com/p/calvinballing-a-whole-campaign/comment/21546785

Erik Finnegan on Dice Exploder

I've had mixed success with "no specific A plot in mind to start, find an end goal after some play". At best, it lets you "show, don't tell" the setting and factions until your players identify what they want to change in the world and end up with completely bespoke and earned 2nd and 3rd acts. At worst, your players constantly move their own goal posts and never latch onto a cohesive through-line. When it hits, it rules, and when it misses, it can make the GM and the players want to check out. I think a good setting goes a LONG way towards making this work. If you want your players to be able to latch onto things to build their goals around, they need things to latch onto, and they need even more things to ignore to highlight that their choice was truly a free one.



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Erik Finnegan on Dice Exploder

https://diceexploder.substack.com/p/calvinballing-a-whole-campaign/comment/21546785

I've had mixed success with "no specific A plot in mind to start, find an end goal after some play". At best, it lets you "show, don't tell" the setting and factions until your players identify what they want to change in the world and end up with completely bespoke and earned 2nd and 3rd acts. At worst, your players constantly move their own goal posts and never latch onto a cohesive through-line. When it hits, it rules, and when it misses, it can make the GM and the players want to check out. I think a good setting goes a LONG way towards making this work. If you want your players to be able to latch onto things to build their goals around, they need things to latch onto, and they need even more things to ignore to highlight that their choice was truly a free one.



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https://diceexploder.substack.com/p/calvinballing-a-whole-campaign/comment/21546785

Erik Finnegan on Dice Exploder

I've had mixed success with "no specific A plot in mind to start, find an end goal after some play". At best, it lets you "show, don't tell" the setting and factions until your players identify what they want to change in the world and end up with completely bespoke and earned 2nd and 3rd acts. At worst, your players constantly move their own goal posts and never latch onto a cohesive through-line. When it hits, it rules, and when it misses, it can make the GM and the players want to check out. I think a good setting goes a LONG way towards making this work. If you want your players to be able to latch onto things to build their goals around, they need things to latch onto, and they need even more things to ignore to highlight that their choice was truly a free one.

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      I've had mixed success with "no specific A plot in mind to start, find an end goal after some play". At best, it lets you "show, don't tell" the setting and factions until your players identify what they want to change in the world and end up with completely bespoke and earned 2nd and 3rd acts. At worst, your players constantly move their own goal posts and never latch onto a cohesive through-line. When it hits, it rules, and when it misses, it can make the GM and the players want to check out. I think a good setting goes a LONG way towards making this work. If you want your players to be able to latch onto things to build their goals around, they need things to latch onto, and they need even more things to ignore to highlight that their choice was truly a free one.
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