Running proactive campaigns

Derren

Hero
In most RPG plots the players are reactive. Either someone pays the PCs to do something for him or they get dragged into the BBEGs plot by being the victims or witnesses of one of his shemes. Either way, the PCs become aware of the BBEGs ultimate goal and then try to stop him. In this quest they can be quite proactive, but the overall plot is still reactive (Stop BBEG from doing X).

But what about completely proactive plots? Plots where the PCs do not simply react to what the BBEG does, but instead want to achieve a goal of their own without being dragged into something? Are you running such a campaign? If yes, how did the plot become proactive? Did you talk to the players about it before the game and everyone decided what they want to do? Or did it evolve in game?
And what are, in your opinion, the challenges and benefits of running a proactive plot?
 

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This may sound like a loser, but I believe "Let players choose their own goals and paths".
In my opinion, it's potentially a loser because players are normally not rewarded for taking such actions. Now you can do it the new way and create metagame mechanics that tell the players "You are doing it right!" with bennies and powers and narrative rewards or you can go old school and generate a mechanically-derived game world. The world is the game in this case and rewards are based upon its design.

Playing to this latter approach is called powergaming. Designing for powergaming is like designing for PacMan or Zelda. You assign gains and loses based upon actions taken in the game. Some actions gain XP accumulating into more class abilities. Some are race related and augment the character. Some are environmental, like a dragon's egg, magical sword, or castle. Some are merely procedural like a defensive strategy made up by the player, but accounted for in the game world, (think marching order).

My other bit of advice is "Don't write plots for the PCs"
There is no game I now of that says "This is the choice the player makes here, here, here, here, and here..." You're not making a game if there are no choices for the players just as you aren't making a game if those choices aren't meaningful in their consequences after they are made. Games require continuity, stories don't. So you need to track the actions taken by the Players/Characters over the course of the game. You don't want to outline those actions beforehand.

Devise the situation, devise the world, devise every single aspect of the game universe the players are not going to be doing themselves, but rather playing with. Then let your players do that. Let them be the actual actor in terms how they play the actual game. If you have to think in terms of plots, which I strongly advise not to do, think of the multiverse's behavior as the plot. That is what you need to script ahead of time as mechanics and the results of mechanics.

In my games I tell them now it's a sandbox, but I begin with a shared goal for them all to be aiming for. They don't have to follow it, but it's needed to retain the game's core choice between cooperation and competition. Don't start the party together, let the players always choose their own course, and, if they every group up wholly, it will likely take much longer than otherwise.

The games become proactive because there is an imagined world actually there for them to explore. Through their actions they discover and from those discoveries they innovate their own goals because the multiverse is stimulating their desire. Those might be fear, want, greed, friendship, love, or even simple bloodlust. I let them understand these in their own way.

The greatest challenge for me of being a DM is "Never, ever, ever-ever show or tell the players what is behind the DM's screen." Allow them to explore it. To decipher it on their own. They'll never be absolutely accurate, but they are grounding themselves like roots in the soil by doing so. The other challenge and most of what I do all session long is track everything the game has me track that the PCs do. And tell the players the consequences of their actions throughout of course.

My last bit of advice, is DMs typically don't design NPCs well. They don't design them as game constructs players can interact with. Rather DMs tend to treat NPCs as character personalities to be portrayed improvisationally. "Don't improvise if you are DMing." Keep those rules behind the screen unchanging, so the players can remain in a game. NPC behavior is generated before play just like the rest of the world. They have plots and positions and actions and knowledge and all sorts of other elements. But you will need to design all the aspects of play for NPC, which the Players perform for their PCs. So players log and remember what they've done, you do this for the NPCs. Players can have goals and plans, so can NPCs. There's tons more to this, but it's absent in most games and therefore games usually end once players start talking to someone.
 

But what about completely proactive plots? Plots where the PCs do not simply react to what the BBEG does, but instead want to achieve a goal of their own without being dragged into something? Are you running such a campaign? If yes, how did the plot become proactive? Did you talk to the players about it before the game and everyone decided what they want to do? Or did it evolve in game?
And what are, in your opinion, the challenges and benefits of running a proactive plot?

I guess I'm running a player-driven campaign now. We started off running the Return to the Temple of Elemental Evil, but I added a timeline and changed the XP system to give the players options - more ways to reach their goal (which was set by the module). Eventually, the PC's actions gave them about a month to do with as they pleased. They decided that they wanted to go on adventures to gather XP and magic items that would help them when they had to get back into the module. Makes sense, considering adventures are why we play!

As they were doing this, I told them what was going on in the world (mostly through the NPCs). They realized there was a lot of adventure to be had, and they knew where to go to get it. And they wanted to get involved in those adventures. As they took action in the game world, the world pushed back (as a dynamic setting would), the PCs got wrapped up in the plots they had set in motion, and the players became more and more goal-driven.

It was interesting to see one player who is normally a "follow the DM's plot" sort of player become proactive. (Two of his goals stand out: find the hill giant leader who's raising an army and speak to Elhonna to see if he could advance in Paladin levels even though he's not LG.)

The benefits? It makes it easy on the DM - you don't have to know what the players want, they tell you. You don't have to carry the game, make sure it's fun for everyone; you just make sure you are executing your other DM duties (impartially present the world + impartial arbiter of the rules). The players are fully engaged because they're doing what they want. Everyone is surprised at how the campaign unfolds, including the DM. (I never would have expected the PCs to get involved with Rary's scheme to assassinate the Circle of Eight.)

The challenges? I guess you need to take detailed records, to keep track of everything that's going on. The prep time is probably higher, I guess, and some prep time is lost. The players have more responsibility in making sure the game runs smoothly.
 

Isn't this basically what a sandbox game is? The players explore the world, take on whatever challenges they want, and the story comes out in the reaction of the world to the PCs' actions.

But, there are degrees to player proactivity.

I'm currently running a game set in the Fallout world where the PCs' vault is dying. It's basically a lost cause at this point. The game revolves around the characters trying to prepare for this eventuality. They can do whatever they think needs to be done to accomplish this. They set their own goals and play based on the results they get. It's not 100% player-driven. The basic premise, after all, is what I handed them. But, gameplay is player-driven. If they want to make a town for their fellow vault-dwellers to live, if they want to expand a current town, if they want to form alliances, or trade agreements, or search out a G.E.C.K. it's all up to them.

I ran an Planescape game back in the day under the premise that I would bring up tons of options and by the middle of the game, everything that happened was based on the things the players had taken an interest in during the first half. It worked out really well. Probably the best campaign I ever ran.

The key is, I think, options and questions. Give the players lots of options and ask them what they like. Ask them what they want to do. Ask them where they want to take the characters. Let them take part in building the world to get them really invested. Then push the players to take their own initiative in the world.
 

I played and ran many player-driven games. Currently I rarely if ever run pre-plotted games.

Some tools that support this playstyle are:

1. Collaborative setting creation, used in several games based on Fate or Apocalypse World. By basing various NPCs and setting elements on players' ideas makes them invested in the game - players have things/persons they care for and things/persons they hate from the very beginning. It also significantly reduces campaign prep for the GM.

2. In the same vein, collaborative party creation. Sit players together and have them discuss what they want to do in the game first, then create individual characters and relations between them. In plot-driven game you can have characters that have nothing in common, but are just pulled in by the events. In player-driven game they need to have good reasons to work together.

3. Mistborn Adventure Game has players devise their plans (goals, resources to be used, expected troubles), write them down and present to the GM. If the plan is successful, it's rewarded with additional XP. This gives players a tool to drive the game in their preferred direction and eases the prep for the GM.

4. In the same game, the main source of XP for each character is overcoming a personal tragedy and bringing personal destiny to fruition. Tragedy and destiny are things that each player determines during character creation and that tie them to other characters and NPCs. This way, the game makes sure that PCs have reasons to act and change things.

5. Nobilis use "projects" to encourage player proactivity. A project is a goal to be achieved and a rough sketch of a way of achieving it. The goal may be character advancement (gaining new powers and gifts), changing relations with somebody, changing the setting in some way (even a major one). What's important is that the GM determines the scale of the project, but then the system guarantees that the goal will be achieved within a known number of significant actions the PC takes. In other words, if a player wants to do something, they are sure it can be done.
 

Hey Derren,

We should be more specific about what we're talking about here. Obviously [MENTION=23240]steenan[/MENTION] and I run very different styles of game, yet both are currently using the same label of "character driven" games. You should know they are vastly different due to the style of game assumed being run.

1st is the follow the path game. This isn't the one you are looking for, I believe, to help create proactive players, but the players are actively following the path too. So it could certainly be considered a proactive campaign.

The 2nd is the new story-game post-modern game design where all participants are players and all are trading off in expressing themselves to create a narrative. Goals, plans, achievements are used strictly about the characters, not the players. They are part of the story. Player proactivity comes when each player gets time to express him or her self and be creative.

The 3rd way, the old school one I've been talking about, is a pattern recognition game where the players actually have to actively strategize and attempt movements in the game in order to achieve any self-created goal in the game world. The game world is a puzzle, a kind of maze, but without any referee-determined objectives. There is no exit one must find, preferably no one, single key to open a door. You can gain and lose resources including information, but game mastery is up to the player, not the character. In that way it's more like Chess or Poker than group storytelling.

All of these play styles can be very enjoyable. In fact, I've been running and playing in the first two for the last few months pretty solidly now. But you should know what you and your players want out of your game before you decide on which one to play. Different games are designed to support different playstyles more or less. And you should get a lot better traction out of games specifically designed for what you want this instance then the ones that are not.


EDIT: Think of it like computer games. Follow the path story games are pretty popular right now in the indie PC game scene. Create your own world games are popular too. Minecraft for instance. But there are still plenty of puzzle world games out there too like Zelda and Mario Bros. for those who want them.
 

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