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General Tabletop Discussion
*Dungeons & Dragons
As a Player, what would be your Ideal Campaign?
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<blockquote data-quote="77IM" data-source="post: 6541859" data-attributes="member: 12377"><p> <ul> <li data-xf-list-type="ul"><strong>How important is the setting?</strong><br /> <br /> I want to have a hand in creating the setting, mostly elements that revolve around my character. E.g., if I'm a cleric I want to design my own religion; if I'm a noble I want to define my homeland; if I'm a wizard I might want there to be a mages guild, or I might want to say that there is not one and that powerful wizards tend to avoid each other.<br /> <br /> It should be a fairly generic D&D fantasy world because that's easiest to get everyone on the same page and you can fit a lot of ideas into that framework.<br /> </li> <li data-xf-list-type="ul"><strong>How important is the theme or tone of the game?</strong><br /> <br /> VERY important. This can make a huge impact on game-play.<br /> <br /> I love mysteries, conspiracies, and unravelling plots. I especially love villains and NPCs with <em>realistic</em> motivations. "Go through a series of dungeons to find the MacGuffin to prevent a demon invasion" is pretty damn boring to me. I much prefer, "NPC A has called in his favor, and wants you to figure out why NPC B (who the party ranger is in love with) wants to steal the MacGuffin from NPC C, who you know is plotting with NPC D (the party sorcerer's father) to summon a demon invasion, as a way to harm NPC A's power base (currently protecting the party's cleric's little sister from NPC E, who has the other half of the MacGuffin that B and C both want)..." So, intrigue and soap-opera tangled webs, plus abundant use of magic, stealth, and violence. (People hear "intrigue" and think of standing around court talking to nobles for an entire session... yawn. I want to kill stuff too, just in a more interesting context.)<br /> </li> <li data-xf-list-type="ul"><strong>What character options have to be there?</strong><br /> <br /> All of them. Or any that are removed need a damn good explanation why. As a player I only have control over my character, so I don't want the DM pre-emptively eliminating options unless doing so results in something awesome.<br /> <br /> Ultimately, the option to control my own destiny and affect the outcome of the game is the most important option.<br /> </li> <li data-xf-list-type="ul"><strong>Which ones have to be removed/avoided?</strong><br /> <br /> I guess I don't need the campaign to support evil PCs or inept PCs. (Yes, some people love playing total incompetents. I am not sure why. But I usually don't enjoy gaming with them.)<br /> </li> <li data-xf-list-type="ul"><strong>What optional, variant, or house rules does the GM have to play with?</strong><br /> <br /> None; although I am super in love with the "One Unique Thing" from 13th Age and think that it would work extraordinarily well in 5e.<br /> </li> <li data-xf-list-type="ul"><strong>Which variant or optional rules will you refuse to play with?</strong><br /> <br /> I guess, rotating DMs (a plot point option in the DMG)? The skill options (ability proficiency, background proficiency) also sound lame to me.<br /> </li> </ul></blockquote><p></p>
[QUOTE="77IM, post: 6541859, member: 12377"] [LIST] [*][B]How important is the setting?[/B] I want to have a hand in creating the setting, mostly elements that revolve around my character. E.g., if I'm a cleric I want to design my own religion; if I'm a noble I want to define my homeland; if I'm a wizard I might want there to be a mages guild, or I might want to say that there is not one and that powerful wizards tend to avoid each other. It should be a fairly generic D&D fantasy world because that's easiest to get everyone on the same page and you can fit a lot of ideas into that framework. [*][B]How important is the theme or tone of the game?[/B] VERY important. This can make a huge impact on game-play. I love mysteries, conspiracies, and unravelling plots. I especially love villains and NPCs with [i]realistic[/i] motivations. "Go through a series of dungeons to find the MacGuffin to prevent a demon invasion" is pretty damn boring to me. I much prefer, "NPC A has called in his favor, and wants you to figure out why NPC B (who the party ranger is in love with) wants to steal the MacGuffin from NPC C, who you know is plotting with NPC D (the party sorcerer's father) to summon a demon invasion, as a way to harm NPC A's power base (currently protecting the party's cleric's little sister from NPC E, who has the other half of the MacGuffin that B and C both want)..." So, intrigue and soap-opera tangled webs, plus abundant use of magic, stealth, and violence. (People hear "intrigue" and think of standing around court talking to nobles for an entire session... yawn. I want to kill stuff too, just in a more interesting context.) [*][B]What character options have to be there?[/B] All of them. Or any that are removed need a damn good explanation why. As a player I only have control over my character, so I don't want the DM pre-emptively eliminating options unless doing so results in something awesome. Ultimately, the option to control my own destiny and affect the outcome of the game is the most important option. [*][B]Which ones have to be removed/avoided?[/B] I guess I don't need the campaign to support evil PCs or inept PCs. (Yes, some people love playing total incompetents. I am not sure why. But I usually don't enjoy gaming with them.) [*][B]What optional, variant, or house rules does the GM have to play with?[/B] None; although I am super in love with the "One Unique Thing" from 13th Age and think that it would work extraordinarily well in 5e. [*][B]Which variant or optional rules will you refuse to play with?[/B] I guess, rotating DMs (a plot point option in the DMG)? The skill options (ability proficiency, background proficiency) also sound lame to me. [/LIST] [/QUOTE]
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As a Player, what would be your Ideal Campaign?
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