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<blockquote data-quote="Challenger RPG" data-source="post: 7652879" data-attributes="member: 6701020"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=22260" target="_blank">TerraDave</a></u></strong></em> : Great suggestion! I hope you don't mind that I stole your idea (if you do, I'll remove it). It's a sweet campaign suggestion. I can't say I ever started a planar campaign at first level, but many of my existing campaigns morphed into planar games over the years. It's a unique challenge to tackle the broad scope of such settings. I've always found that combining 'the basics' with such worlds works well. A dungeon can still be a dungeon even if it's on Mecanus.</p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=54364" target="_blank">DrunkonDuty</a></u></strong></em> : Thanks. It's never too late to throw a new campaign at your players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Sometimes I'll even just run a 'one-shot' to see if I like something enough to make it into a campaign.</p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6703703" target="_blank">DancingSatyr</a></u></strong></em> : Well said. One quote which sticks out in my memory is, "Cliches are cliches because they were once so popular that everyone used them." I listed the village and the dungeon first for a reason. Tried, tested, and true. No matter how many games I run, I always eventually get a hankering to play a 'classic' style game.</p><p></p><p>I hope I didn't come across as saying that dungeons and villages are no good. I do tend to make fun of anything I can get my hands on, but that's usually because I really enjoy the thing.</p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6748808" target="_blank">LWDLiz</a></u></strong></em> : Thank you! It's good to know that I'm not the only one that started out using #1 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=8243" target="_blank">doghead</a></u></strong></em> : Sounds pretty darn cool. I'm sure your players love having such a rich world to adventure in. I think some of the most enjoyable campaigns are those where the players feel their characters have a real impact on the world.</p><p></p><p>Also, your game obviously doesn't follow the types 'exactly' which is always a good thing. The more unique a game is, the better.</p><p></p><p>I also really like your idea of having a 'problem' as a starting point. The potential for 'problems' is similar to the potential for 'conflicts' and I think that's one of the best basic building blocks for a great story. Kudos!</p><p></p><p>***</p><p></p><p>Thanks for the great comments, everyone. Some really great ideas in there.</p></blockquote><p></p>
[QUOTE="Challenger RPG, post: 7652879, member: 6701020"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=22260"]TerraDave[/URL][/U][/B][/I] : Great suggestion! I hope you don't mind that I stole your idea (if you do, I'll remove it). It's a sweet campaign suggestion. I can't say I ever started a planar campaign at first level, but many of my existing campaigns morphed into planar games over the years. It's a unique challenge to tackle the broad scope of such settings. I've always found that combining 'the basics' with such worlds works well. A dungeon can still be a dungeon even if it's on Mecanus. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=54364"]DrunkonDuty[/URL][/U][/B][/I] : Thanks. It's never too late to throw a new campaign at your players. ;) Sometimes I'll even just run a 'one-shot' to see if I like something enough to make it into a campaign. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6703703"]DancingSatyr[/URL][/U][/B][/I] : Well said. One quote which sticks out in my memory is, "Cliches are cliches because they were once so popular that everyone used them." I listed the village and the dungeon first for a reason. Tried, tested, and true. No matter how many games I run, I always eventually get a hankering to play a 'classic' style game. I hope I didn't come across as saying that dungeons and villages are no good. I do tend to make fun of anything I can get my hands on, but that's usually because I really enjoy the thing. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6748808"]LWDLiz[/URL][/U][/B][/I] : Thank you! It's good to know that I'm not the only one that started out using #1 :) @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=8243"]doghead[/URL][/U][/B][/I] : Sounds pretty darn cool. I'm sure your players love having such a rich world to adventure in. I think some of the most enjoyable campaigns are those where the players feel their characters have a real impact on the world. Also, your game obviously doesn't follow the types 'exactly' which is always a good thing. The more unique a game is, the better. I also really like your idea of having a 'problem' as a starting point. The potential for 'problems' is similar to the potential for 'conflicts' and I think that's one of the best basic building blocks for a great story. Kudos! *** Thanks for the great comments, everyone. Some really great ideas in there. [/QUOTE]
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