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I've written quite a few one-shot freeforms and tabletops, for cons and things, but they mostly come out of talking to my co-designer at post-con parties, thinking of the stupidest thing we could run, and then writing it. A terrible plan, not one I can recommend, even though the games are usually quite good.
I only ran a campaign once. Before I started, I had a vague idea of a game set over three worlds, one 'our' world, one a ww2-era/Indiana Jones style pulp world, and one a high-fantasy city/world like sigil, but different. With Lovecraftian business intertwined between them all.
The ww2-era world was a computer RPG being run by supercomputers in the 'real' world, which was itself a story being read in the high-fantasy world, which was being dreamed by characters in both of the other worlds (and so on and so forth - the ww2 was also a story in the fantasy world, etc). It was stupid and complicated and horribly wanky. But entertaining.
Unfortunately, though I wrote more for this game than I do for an average university course, I'd change everything (entire metaphysics/world relations, NPC goals and identities, character goals and identities, etc), every time I ran it. So it rapidly got reasonably confused, though not for the players, since they didn't have any idea about those things at the point we'd got to. I ran it for five sessions or so, and then stopped because I was tying myself in knots all over the place, and had no-one there to help me out.
So, uh, to answer the question, there's a lot of winging it, but also a large amount of world-building beforehand.
If I ran a game again, I wouldn't have three games contained within it, which would help significantly with keeping things in order. I would, however, still run lots of things by the seat of my pants, as I cannot be having with games that are scripted in any significant way.
Generally the closest thing to scripting I have is to have some scenes that I want to have play out at some point, in order to move whatever semblance of a plot I have along, but I leave the negotiating from one scene to another up to my players (unless they get stuck).
This is quite long, and now I have been stricken with new-user Barbelith paranoia. I do so hope I'm doing the right thing! |
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