D&D General [Challenge] What you want out of a D&D campaign in 100 words or less.

el-remmen

Moderator Emeritus
Do you mean that we have 100 words to describe what we want in a campaign, or write what we want out of 100-word campaign? Or is the challenge to come up with a desription for a campaign in 100 words?

100 words to describe what you want out of a D&D game - the experience of it and/or the approach to it. Does that help? Not necessarily a specific setting or theme (unless there are ones that you feel need to be a part of a game you are in to be "ideal").
 

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Lanefan

Victoria Rules
OP said:
A multi-year (real-time and game time) slow-progression heroic campaign involving PCs going through various adventures (not all of which are directly connected) but given a serial format through a loose meta-plot determined through character choice and experience within a thematic framework provided by the DM. Furthermore, character development (both mechanically and personality-wise) ideally happens in response to game events not a pre-conceived idea of a character’s arc. Major combats are set-pieces with interesting terrain and other features for both sides to make use of and with stakes beyond just “kill all opponents.”

Heh - my first 67 words would be the same as the OP - well, 66, as I'd omit the "heroic" qualifier.

I'd replace the bolded bit at the end with something like

"Individual xp, not group. A variety of opponents with whom we can interact in a variety of ways, including talk and-or battle. An underlying sense of humour and whimsy. Mostly DM-facing rules."

That gets me to 98, or 100 if hyphenated words count as two. :)
 

el-remmen

Moderator Emeritus
Heh - my first 67 words would be the same as the OP - well, 66, as I'd omit the "heroic" qualifier.

I'd replace the bolded bit at the end with something like

"Individual xp, not group. A variety of opponents with whom we can interact in a variety of ways, including talk and-or battle. An underlying sense of humour and whimsy. Mostly DM-facing rules."

That gets me to 98, or 100 if hyphenated words count as two. :)
I'd try that game. :LOL:
 

J.Quondam

CR 1/8
For me the ideal "how to campaign" is something like:

A campaign that takes PCs from "zero to hero" over the course of years in-game. It plays out in short, self-contained chapters (of a few sessions each), so if the campaign ends prematurely, there is still a sort of conclusion. In a chapter, the PCs accomplish (or fail!) something appropriately big in the setting. The following chapter might open immediately, or much later in game time. When all chapters resolve, the PCs are renowned Heroes in that they have staked out important places in the world. This PC status is the more interesting goal than level or "mechanical" power.
(99 words)

That's my preferred mode across pretty much any system and genre. The emphasis on somewhat self-contained, episodic play is important to me because I've consistently lacked groups over the years owing to moving, illness, etc. I've come to prefer a campaign style that plays out in shorter, distinct arcs (or even one-shots), so that any particular game is more likely to end with some sense of "closure" even if it doesn't "finish."
 

el-remmen

Moderator Emeritus
A campaign that takes PCs from "zero to hero" over the course of years in-game. It plays out in short, self-contained chapters (of a few sessions each), so if the campaign ends prematurely, there is still a sort of conclusion. In a chapter, the PCs accomplish (or fail!) something appropriately big in the setting. The following chapter might open immediately, or much later in game time. When all chapters resolve, the PCs are renowned Heroes in that they have staked out important places in the world. This PC status is the more interesting goal than level or "mechanical" power.

I'd try that one too! (y)
 

MattW

Explorer
This will sound very vague....

I would like to have fun with friends.
I want a sense of achievement.
I want MEMORABLE enemies. They should be appropriately powerful and annoying.
I want to lose SOMETIMES. Being defeated occasionally makes the final victory even sweeter.
I would like to "adventure" in a world in which all the Player Characters developed in interesting ways and acquired some appropriate rewards (influence/power/status/respect).
 

werecorpse

Adventurer
To adventure in a world with mysteries that can be solved, discovered and explored. To battle against foes where victory is possible but not assured. To be able to interact meaningfully with NPCs in ways other than violent such that the method of interaction mattered. To spend only a little time planning and more time doing stuff, and where in doing all of these things there were opportunities for character improvement.
 



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