Give agency to the player:
Make their choices and decision points clear, and tell them the consequences of each path. You can put anything you like on that path, and they will be fine with it, because they actively chose it.
“This path is full of bear traps.” “ok.” PCs foot is cut off by bear trap “Well, yep. There’s bear traps here.”
I ran into my friends who are going to start a new pair of D&D 5e games. They don’t want to play the recommended encounters per day, and want to also use milestone leveling.
I just can’t understand why they buy 5e modules, then run them against 5e design? (Yes, most wotc modules are bad, but CoS at least can be run in the right way).
They would have so much more fun with Dungeon World, or an OSR system.
Hey, I’m a mod over at [email protected] and it’s great to lurk around and find out where the various ttrpg communities are springing up.
Oh hey, another friend from ttrpg.network. We’ve got a pile of RPG related communities, but I"m going to throw up [email protected]
Hey! [email protected] would be happy to discuss this!
But in general, building whole campaigns isn’t a thing PbtA games do, and instead they use the fact that the game engine forces the narrative to keep moving and constantly provokes the players to react and take action to drive the game onwards.
Have you played / MC’d any other pbta games?
Do you have a changelog of what’s different? I see the quick change overview in the intro, but that’s only an overview.