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*Pathfinder & Starfinder
Balancing out a campaign
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<blockquote data-quote="Empirate" data-source="post: 5988146" data-attributes="member: 78958"><p>To me it seems your DM is shooting for a completely different style of play. This is not purely about restrictions; it's about how then heroes of the story ought to feel while living through it.</p><p></p><p>In your last campaign, all of you could feel like you were close to invincible when faced with 'everyday' challenges - only the really big guns (elemental powers taking over the material plane) actually posed a challenge to you. Basically, you played a game of superheroes (you brought to the table, first Batman, then the Hulk, then... Spawn?).</p><p></p><p>Your DM is now trying to set up a campaign along the lines of gritty fantasy. Instead of saving the world, you'll begin by finding out who embezzled your home village's tithe - the reeve or the friar? You may fight a rival gang of youths from the neighbouring village in between, and maybe go after a real Orc Warrior who's been sighted hiding in the woods!</p><p>You won't need superpowers in this campaign. Sure, after a (long) while, you'll levelup and get renowned hunters of wolves or even bears, and one day, you may even have to face a rampaging Ettin... stuff for songs, to be sure! But don't expect this campaign's pace, theme, and even the outright combat bits, to require high-powered stats.</p><p></p><p>A DM's job is to make the game balanced, challenging, interesting and thereby ultimately fun to play. Your DM obviously felt out of his depth in the last campaign, and was probably very sorry to see it implode (I know the feeling...). He's trying to exert more control now, to ensure he can do his job. That does not necessarily mean he's only limiting the gaming experience for you. In a way, it may make sure the game's expanded and enriched for all of you - some DMs just aren't cut out for the rocket tag that is high-power play.</p><p></p><p>Bottom line: I'd wait and try it out. See if maybe the changes make it easier for your DM to provide a good, interesting game to you. Limitating PC power and options isn't <em>necessarily </em>a DM power trip.</p><p></p><p>(of course, it might be. If that's the case, do everything you can to persuade him otherwise, or drop out. But still, give it a chance and see where this new campaign is going!)</p></blockquote><p></p>
[QUOTE="Empirate, post: 5988146, member: 78958"] To me it seems your DM is shooting for a completely different style of play. This is not purely about restrictions; it's about how then heroes of the story ought to feel while living through it. In your last campaign, all of you could feel like you were close to invincible when faced with 'everyday' challenges - only the really big guns (elemental powers taking over the material plane) actually posed a challenge to you. Basically, you played a game of superheroes (you brought to the table, first Batman, then the Hulk, then... Spawn?). Your DM is now trying to set up a campaign along the lines of gritty fantasy. Instead of saving the world, you'll begin by finding out who embezzled your home village's tithe - the reeve or the friar? You may fight a rival gang of youths from the neighbouring village in between, and maybe go after a real Orc Warrior who's been sighted hiding in the woods! You won't need superpowers in this campaign. Sure, after a (long) while, you'll levelup and get renowned hunters of wolves or even bears, and one day, you may even have to face a rampaging Ettin... stuff for songs, to be sure! But don't expect this campaign's pace, theme, and even the outright combat bits, to require high-powered stats. A DM's job is to make the game balanced, challenging, interesting and thereby ultimately fun to play. Your DM obviously felt out of his depth in the last campaign, and was probably very sorry to see it implode (I know the feeling...). He's trying to exert more control now, to ensure he can do his job. That does not necessarily mean he's only limiting the gaming experience for you. In a way, it may make sure the game's expanded and enriched for all of you - some DMs just aren't cut out for the rocket tag that is high-power play. Bottom line: I'd wait and try it out. See if maybe the changes make it easier for your DM to provide a good, interesting game to you. Limitating PC power and options isn't [I]necessarily [/I]a DM power trip. (of course, it might be. If that's the case, do everything you can to persuade him otherwise, or drop out. But still, give it a chance and see where this new campaign is going!) [/QUOTE]
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