A problem with Adventure Paths/Campaign Sagas/etc...


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jdrakeh said:
I really, really, love the idea of a long-lasting, year-spanning, campaign -- but in more than a decade of gaming, I've only ever seen one campaign actually last that long (and it did so specifically because it was very open-ended). I think that, for the vast majority of gamers, short, concise, adventure paths are a better investment.

Ditto for me as well. I'd rather add any long reaching elements myself than what is featured in long campaign arcs.

Also there are the problems of character death in these (leading to contrived ways to add new pcs to the mix,) and the group's interest in the thing in the first place (what if after a couple of adventures, the pcs just wanna do something else? Kinda puts the crunch on things.)
 

Whizbang Dustyboots said:
Isn't D&D, as a game, totally neutral to story arcs?

If you're only referring to the three core rule books, yes -- as a comprehensive system that is the sum of its parts, no.

Even most dungeon crawls still have a defined beginning, middle, and end -- in this, they qualify as a story arc (a very basic one). You might be more comfortable referring to story arcs as "adventures" -- in the context of D&D modules, they're largely the same thing.

Where the default D&D adventure model supports story structure of a very basic sort, the APs are all about plot, specifically plot of a very protracted nature which exists primarily to provide an impetus for character action.

So, no 'D&D' isn't neutral to story arcs. Most of the adventure modules are story arcs, with the PCs assumign the roles of protagonists. There are exceptions, of course, but even The Tomb of Horrors has a defined backstory, introduction, basic plot (find the sparkly whatzit), and climactic finale.

I think that these short, terse, story arcs are better suited to most D&D players -- they get right to what they're about and tend to resolve quickly enough that player interest doesn't have a chance to wane. I think that this is a problem with the 1-20 APs, if all of the posts about AP campaigns that get started but never finish are any indicator. I mean, heck, look at my WLD poll a month or so back!*

As to BW, I meant that its default style of play tends to emphasize scenarios of a much smaller scope than the typical D&D AP or even the typical D&D adventure module. The introductory BW scenario "The Sword" picks up where most D&D adventures leave off -- PCs are dividing up the loot from a quest and there is only one magical sword. . . who gets it?

The meat of the scenario is deciding (in-character, via actual game mechanics) who gets what, and who gets a big, fat, goose egg. You know, the stuff we usually decide out-of-character in D&D ;) **

[*Some forty or so people voted, IIRC. Out of those, only three or four had managed to stretch a WLD campaign past the first few sessions.]

[**The Sword, while it looks like great fun, isn't my idea of a full-blown adventure -- most of the other Burning Wheel stuff tends to fall into the "Expedition" range in terms of scope, and that's more of what I have an interest in. That new Ravenloft looks very, very, sexy.]
 
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As a rabid fanbois of the WLD, I'd second what JD has said here. Region A is boring. It is. There are all sorts of reasons for it, but, that's what it boils down to. However, once you get past that first region, the WLD has some absolutely fantastic set pieces. Come on, an entire dungeon made out of living flesh which infects you if you use healing magic? That's cool.

And, for the first time in twenty some years of gaming, I'm FINALLY going to use a Tarrasque in an adventure. I've had all sorts of firsts DMing this thing and that's what's groovy about the WLD.

And, really, I think that's what groovy about the AP's as well. The idea that the campaign is going to actually go into the double digits without fizzling is just great. I've DM'd and played far too many games that have started great then settled, then fizzled for any number of reasons, but usually due to lack of focus.

Why 12? Well, that makes 1 adventure/2 levels (or thereabouts). Let's face it, an adventure for 1 level is SHORT. 13 1/3 encounters. Whoopee. We're talking a 6 page booklet. Never mind that shelling out for 20 modules is a bit much as well.
 


Nightfall said:
Funny I hate Red Hand of Doom. Mostly because I was like "Why the hell would Tiamat trust these guys to be her new champions?!"

Never made any sense for me, no matter how much dragon blood the Hobbys had.

Thanks for the spoiler Night, especially considering this is what our group will be playing next.

Try thinking next time.
 

Greetings...

Why is it 12? Have you ever asked why we keep using base-6 and base-12? A Dozen donuts? A dozen bagels? It's the Anunnaki!

Evidently Ranger Wickett here has been influenced by the Anunnaki! :p
 

jdrakeh said:
I really, really, love the idea of a long-lasting, year-spanning, campaign -- but in more than a decade of gaming, I've only ever seen one campaign actually last that long (and it did so specifically because it was very open-ended).

Really? That surprises me. I've been playing D&D for 20 years now, and the average campaign tends to last 1.5 yeqars or so. Some have lasted 3-4 years.
 

Morrus said:
Really? That surprises me. I've been playing D&D for 20 years now, and the average campaign tends to last 1.5 yeqars or so. Some have lasted 3-4 years.

Welcome to life. YMMV.
 


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