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<blockquote data-quote="Lylandra" data-source="post: 7060537" data-attributes="member: 6816692"><p>I generally feel the same, but my genres of interest differ a lot. I have roghly the same points which make me lose interest in a campaign. Playing a character that feels nonconnected or interchangeable, having your decisions have no or only little impact on the world/story or your "feeling like a fish out of water" - playing a character who doesn't really fit into a given setting without being told by the GM during character creation. I also lose interest when I cannot connect to my own character, but in this case, changing characters can help.</p><p></p><p>However, I tend to feel disconnected and "lost" in heavy sandboxes. When everything the story is about has to be created by the player without too much of an underlying, "bigger" story or threat, I feel overwhelmed and the setting starts feeling "muddy". Also, pre-existing player knowledge about a setting is way more important in sandboxes. If you don't know what could be interesting, you won't really contribute to the story (not that I don't inhale every bit of information, but I know players who don't want to read pages of encyclopedias before session 0). Dungeons also feel way too limited for my personal style as they *tend* to be all "us vs them" in a violent style. There can be great player interaction in dungeons, but the environment's responses are lacking in breadth. </p><p></p><p>I do love adventure pathes when they are well written and not designed to be simple railroads which cannot be changed or impacted by the character's decisions of backgrounds. Because I then know that I'll have that "big, underlying storyline" which is not depending on the GMs ability to keep track of everything and planning ahead multiple of sessions. Because some of the better ones are planned in advance from beginning to end, you can find heavy foreshadowing, recurring characters and consistent NPC characterization which are good points for keeping me interested. And a good GM will know how to let your characters and their decisions have impact on the world. Modern APs try to offer multiple ways to get from A to B, including switching sides in the middle of the AP or killing that annoying NPC who was supposed to recur much later, so the railroady-ness has certainly decreased. </p><p>Mysteries and investigations can be great if they don't lose themselves in minute details where you have to play for multiple hours just to ge a small clue AND if the mystery itself is meaningful. And what I really like is bold, epic action, both noncombat and combat wise. But that's just me <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lylandra, post: 7060537, member: 6816692"] I generally feel the same, but my genres of interest differ a lot. I have roghly the same points which make me lose interest in a campaign. Playing a character that feels nonconnected or interchangeable, having your decisions have no or only little impact on the world/story or your "feeling like a fish out of water" - playing a character who doesn't really fit into a given setting without being told by the GM during character creation. I also lose interest when I cannot connect to my own character, but in this case, changing characters can help. However, I tend to feel disconnected and "lost" in heavy sandboxes. When everything the story is about has to be created by the player without too much of an underlying, "bigger" story or threat, I feel overwhelmed and the setting starts feeling "muddy". Also, pre-existing player knowledge about a setting is way more important in sandboxes. If you don't know what could be interesting, you won't really contribute to the story (not that I don't inhale every bit of information, but I know players who don't want to read pages of encyclopedias before session 0). Dungeons also feel way too limited for my personal style as they *tend* to be all "us vs them" in a violent style. There can be great player interaction in dungeons, but the environment's responses are lacking in breadth. I do love adventure pathes when they are well written and not designed to be simple railroads which cannot be changed or impacted by the character's decisions of backgrounds. Because I then know that I'll have that "big, underlying storyline" which is not depending on the GMs ability to keep track of everything and planning ahead multiple of sessions. Because some of the better ones are planned in advance from beginning to end, you can find heavy foreshadowing, recurring characters and consistent NPC characterization which are good points for keeping me interested. And a good GM will know how to let your characters and their decisions have impact on the world. Modern APs try to offer multiple ways to get from A to B, including switching sides in the middle of the AP or killing that annoying NPC who was supposed to recur much later, so the railroady-ness has certainly decreased. Mysteries and investigations can be great if they don't lose themselves in minute details where you have to play for multiple hours just to ge a small clue AND if the mystery itself is meaningful. And what I really like is bold, epic action, both noncombat and combat wise. But that's just me :) [/QUOTE]
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