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<blockquote data-quote="AlViking" data-source="post: 9764238" data-attributes="member: 6906980"><p>I avoid end-of-the-world apocalypses for several reasons. First of all the characters might fail and I don't want to create a brand new world for every campaign. Second, as [USER=7035894]@Clint_L[/USER] just said the players know where everything is headed, I want the game to be more flexible and focused on what the group wants. Last but definitely not least having that kind of tension is fine now and then but it becomes kind of old hat after a while. You hit the "how many times do we have to save the world" trope, even if it is with brand new characters. Not every campaign has to have a core dramatic driving force, you can have multiple core themes that change over time. Especially true if you like longer campaigns like I do.</p></blockquote><p></p>
[QUOTE="AlViking, post: 9764238, member: 6906980"] I avoid end-of-the-world apocalypses for several reasons. First of all the characters might fail and I don't want to create a brand new world for every campaign. Second, as [USER=7035894]@Clint_L[/USER] just said the players know where everything is headed, I want the game to be more flexible and focused on what the group wants. Last but definitely not least having that kind of tension is fine now and then but it becomes kind of old hat after a while. You hit the "how many times do we have to save the world" trope, even if it is with brand new characters. Not every campaign has to have a core dramatic driving force, you can have multiple core themes that change over time. Especially true if you like longer campaigns like I do. [/QUOTE]
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