You seem very concerned about defaults. What does that have to do with your play?
Defaults speak to broader expectations than what is found at a single table.
You seem very concerned about defaults. What does that have to do with your play?
I said that I barely understand it, and that I don't prefer it (or even enjoy it really). I never said it wasn't functional, or that such play isn't worthwhile for some people.
Who is grief, and which Isle? And why does Marie want to visit them? What is the purpose of this? This all sounds rather pointless, like a bad soap opera. What is the challenge? Where is the adventure?
Once again, all of this is nothing more than preference, and I think we should respect each other's feelings and try not to frame the preferences of others as objectively of less worth. That goes for both "sides" of this discussion.
There's a lot here I just wanted to note that
I think it's safe to assume that I personally find FR kind of boring and less compelling than a lot of homebrew creations and I would say the same thing about a Star Trek, Star Wars or whatever other property you want to throw out. Those established settings may have interesting lore (or are just a garbage pail of ideas), but if I read up on it or watch the series then I already know a ton of stuff. I'm not surprised when there's Jedi and Sith in Star Wars, if I was a real geek I'm sure I could name different styles of ships, who made them and on what planet.
That doesn't make the campaign any more compelling, it just means there's less potential for surprising reveals. What makes a game compelling are the obstacles we face, the RP during the session, how the group interacts with each other and the world around them.
The rest of it? It just comes down to preference.
EDIT: I've never said other styles of play can't work for other people. Just that they don't work for me.
Indeed. The books say all sort of silly things. They're just dead words on a paper, ignore them if they go against what you want to do.
Sure I do. See my note about the Paizo published adventure paths. If free-roaming games were still the default, they'd have been out of business years ago.
So I'm assuming you're anti-beekeeping campaign.![]()
I thought he was talking about 5.24. Just noticed the reference to 5.0- stupid vision issues.I would be more concerned if it were actually true.
In a system where PCs can die, the campaign can end via TPK just due random circumstances. That's a baked in assumption. Sometimes (or even often) the situation that lead to that was due player choices. That is part of having agency and having choices to matter.
Adventure paths are not my preference, and I don't see any correlation between popularity and creative value, or indeed any value beyond profit.
You seem very concerned about defaults. What does that have to do with your play?
or there could just be a large enough minority of gamers that prefer adventure paths to sustain Paizo. I have no idea which is true, but noting the possibility.Sure I do. See my note about the Paizo published adventure paths. If free-roaming games were still the default, they'd have been out of business years ago.
Defaults speak to broader expectations than what is found at a single table.