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Designing RPG Adventures With the Players And Not the GM In Mind, Part Two
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<blockquote data-quote="Sunseeker" data-source="post: 7731313"><p>This is useful to an extent. Not <em>every</em> encounter can be crazy awesome. You just end up chasing the dragon (pun intended) in constantly trying to one-up yourself. Even if this happens every other encounter, or every few encounters. It's one thing I think WOTC got right with their published campaigns: the average length of a campaign is about 9 months. That however doesn't mean that the table breaks up, the party goes separate ways and everyone has to go looking for a new group and game to start from scratch. I think ideally every "campaign setting" will have numerous smaller campaigns appropriately timed to complete within that 9 month window (+/-3 months) and of course, potentially much shorter if the players are smart about things.</p><p></p><p>Campaigns should, IMO have both highs and lows. The lows make the highs seem more exciting and the highs give meaning and value to the lows. IMO, they should usually start off with a bang, get people invested in at least a small local adventure right off the bat. As that one comes to a close, use the same system to pull them into the next adventure. </p><p></p><p>This of course, probably doesn't work so well for sandbox settings, where players may simply have to be lucky enough to be in the right place at the right time, but I don't think that's really the focus of this article anyway. IMO: the party is always in the right (or wrong) place at the right (or wrong) time. Because fundamentally the party is the focus of the game/story. If events weren't strangely happening around them, we wouldn't be at the table playing D&D!</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7731313"] This is useful to an extent. Not [I]every[/I] encounter can be crazy awesome. You just end up chasing the dragon (pun intended) in constantly trying to one-up yourself. Even if this happens every other encounter, or every few encounters. It's one thing I think WOTC got right with their published campaigns: the average length of a campaign is about 9 months. That however doesn't mean that the table breaks up, the party goes separate ways and everyone has to go looking for a new group and game to start from scratch. I think ideally every "campaign setting" will have numerous smaller campaigns appropriately timed to complete within that 9 month window (+/-3 months) and of course, potentially much shorter if the players are smart about things. Campaigns should, IMO have both highs and lows. The lows make the highs seem more exciting and the highs give meaning and value to the lows. IMO, they should usually start off with a bang, get people invested in at least a small local adventure right off the bat. As that one comes to a close, use the same system to pull them into the next adventure. This of course, probably doesn't work so well for sandbox settings, where players may simply have to be lucky enough to be in the right place at the right time, but I don't think that's really the focus of this article anyway. IMO: the party is always in the right (or wrong) place at the right (or wrong) time. Because fundamentally the party is the focus of the game/story. If events weren't strangely happening around them, we wouldn't be at the table playing D&D! [/QUOTE]
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Designing RPG Adventures With the Players And Not the GM In Mind, Part Two
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