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General Tabletop Discussion
*TTRPGs General
Balancing "RP" and "G"
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<blockquote data-quote="Odhanan" data-source="post: 2746113" data-attributes="member: 12324"><p>Long. Usually between 3 and 8 years for a campaign. </p><p></p><p>When some characters die, there are always solutions. Bringing back the PC from the dead, or create a new one that joins the company, or create a new company if everyone died and use the opportunity to run different things we couldn't do before. Plus my campaign uses Ghostwalk, so you can actually play your dead character... still.</p><p></p><p>I use the events in/of the game as stones to build the following adventures of the campaign as I would to build the further stories of a tower. The tower will grow in unexpected heights, even angles and proportions, much like a wizard's tower, free from mundane forces and limitations, would grow into an amazing construction. I am like an architect: I'm not the only one doing the job, far from it, and I roll (pun intended) with whatever comes up with the people working hand in hand with me to finish the tower.</p><p></p><p>Sorry, Shaman, another silly metaphore. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Bottom line is this, for me: I build on the experience of the game to have further adventures/game sessions. The result, after the end of the campaign, will be a story worth telling, I hope. But I do not treat the campaign as a story as it is being played, nor do I try to manipulate dice, players or characters into following the events I'd think *have to* occur.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 2746113, member: 12324"] Long. Usually between 3 and 8 years for a campaign. When some characters die, there are always solutions. Bringing back the PC from the dead, or create a new one that joins the company, or create a new company if everyone died and use the opportunity to run different things we couldn't do before. Plus my campaign uses Ghostwalk, so you can actually play your dead character... still. I use the events in/of the game as stones to build the following adventures of the campaign as I would to build the further stories of a tower. The tower will grow in unexpected heights, even angles and proportions, much like a wizard's tower, free from mundane forces and limitations, would grow into an amazing construction. I am like an architect: I'm not the only one doing the job, far from it, and I roll (pun intended) with whatever comes up with the people working hand in hand with me to finish the tower. Sorry, Shaman, another silly metaphore. ;) Bottom line is this, for me: I build on the experience of the game to have further adventures/game sessions. The result, after the end of the campaign, will be a story worth telling, I hope. But I do not treat the campaign as a story as it is being played, nor do I try to manipulate dice, players or characters into following the events I'd think *have to* occur. [/QUOTE]
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