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Let's Not Save The World...Again
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<blockquote data-quote="werecorpse" data-source="post: 7718084" data-attributes="member: 55491"><p>I'm confused about what this article is saying. No campaigns in 40 years with the objective of saving the world -but also that to do so needs high level adventurers and few get that high. IMO the objective usually matches the level of the adventurers. I agree low level adventuring can be fun and should generally involve low level stakes - higher level adventuring usually involves higher stakes. If you don't run high level adventures (which is fine, many people don't) you probably keep the stakes at the level appropriate to the adventurers.</p><p></p><p>I don't think many campaigns are about saving the world really. You might be trying to stop a Demon Lord escaping its prison (cos then there will be 185 not 184 roaming free), or prevent an evil creature from becoming a god (see above comment) etc. most adventure paths have massive foes at the end but failure usually means a deity released, a nation pillaged, conquered or destroyed. Whatevs, the world marches on. </p><p></p><p>Post apocalypse games are all about what happens when someone has failed to "save the world". I once ran a heavily tweaked version of Savage Worlds Evernight campaign which is all about playing in a fantasy world before, during and after War of the Worlds style aliens invade. Failure to "save the world" at least early in the campaign is a story requirement. It was brutal and the players had a blast.</p><p></p><p>Star Wars (the last hope) is used as the example of good pacing. In it they literally saved a world (and probably many more). So is it a bad story for that fact? Not IMO.</p><p></p><p>and yes Buffy & her crew stopped many apocalypses and it was awesome every time</p><p> : )</p></blockquote><p></p>
[QUOTE="werecorpse, post: 7718084, member: 55491"] I'm confused about what this article is saying. No campaigns in 40 years with the objective of saving the world -but also that to do so needs high level adventurers and few get that high. IMO the objective usually matches the level of the adventurers. I agree low level adventuring can be fun and should generally involve low level stakes - higher level adventuring usually involves higher stakes. If you don't run high level adventures (which is fine, many people don't) you probably keep the stakes at the level appropriate to the adventurers. I don't think many campaigns are about saving the world really. You might be trying to stop a Demon Lord escaping its prison (cos then there will be 185 not 184 roaming free), or prevent an evil creature from becoming a god (see above comment) etc. most adventure paths have massive foes at the end but failure usually means a deity released, a nation pillaged, conquered or destroyed. Whatevs, the world marches on. Post apocalypse games are all about what happens when someone has failed to "save the world". I once ran a heavily tweaked version of Savage Worlds Evernight campaign which is all about playing in a fantasy world before, during and after War of the Worlds style aliens invade. Failure to "save the world" at least early in the campaign is a story requirement. It was brutal and the players had a blast. Star Wars (the last hope) is used as the example of good pacing. In it they literally saved a world (and probably many more). So is it a bad story for that fact? Not IMO. and yes Buffy & her crew stopped many apocalypses and it was awesome every time : ) [/QUOTE]
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