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General Tabletop Discussion
*TTRPGs General
Anyone Else Tired of The Tyranny of Novelty?
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<blockquote data-quote="TheSword" data-source="post: 8349832" data-attributes="member: 6879661"><p>I agree with the OP wholeheartedly. Particularly when it comes to D&D (and D&D-like) adventures.</p><p></p><p>There is a perception that every Adventure Path/Campaign needs to be unique, and cover completely new ground. Paizo is like this but so is 5e WOC. All the themes are totally unique and get more and more extreme as the go on. Consequently more and more distant from a base campaign setting. It starts with good old fashioned dragon cult slaying and ends up following carnivals through the faewild, hellscapes and ice-worlds. Pathfinder was the same, it started with Rise of the Runelords and ends with some weird stuff - futuristic/invasions/Cthulhu/carnivals/police</p><p></p><p>I think this is a weakness in editorial expectations picking the adventures. Not everything needs to be unique, novel or totally different from what preceded it. As role players a lot of the unique experience comes from the interaction of different characters with the main plot. We just need to have different challenges, locations and enemies so we’re not replaying the exact same stuff and spoiling the surprise.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8349832, member: 6879661"] I agree with the OP wholeheartedly. Particularly when it comes to D&D (and D&D-like) adventures. There is a perception that every Adventure Path/Campaign needs to be unique, and cover completely new ground. Paizo is like this but so is 5e WOC. All the themes are totally unique and get more and more extreme as the go on. Consequently more and more distant from a base campaign setting. It starts with good old fashioned dragon cult slaying and ends up following carnivals through the faewild, hellscapes and ice-worlds. Pathfinder was the same, it started with Rise of the Runelords and ends with some weird stuff - futuristic/invasions/Cthulhu/carnivals/police I think this is a weakness in editorial expectations picking the adventures. Not everything needs to be unique, novel or totally different from what preceded it. As role players a lot of the unique experience comes from the interaction of different characters with the main plot. We just need to have different challenges, locations and enemies so we’re not replaying the exact same stuff and spoiling the surprise. [/QUOTE]
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Anyone Else Tired of The Tyranny of Novelty?
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