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[Campaign Development] The Goblinoid Host
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<blockquote data-quote="jdrakeh" data-source="post: 3944127" data-attributes="member: 13892"><p>I don't get you. </p><p></p><p>How many D&D adventures have centered on questing for artifacts over the years? Suddenly, <em>because you don't like it</em> it robs players of choice? And what about adventures wherein villains try to make life difficult for PCs? How many of those has D&D seen? But now villains should pull punches <em>because you say so</em>? </p><p></p><p>Is it so outrageous that secretly evil Lords and nobles should try to discredit those people trying to reveal their true nature? Why is having NPCs act realistically a no-no? Likewise, is it so foreign an idea that heroes must quest for a certain magic whatzit to unite a kingdom? Why is requiring a magical whatzit a no-no?</p><p></p><p>Likewise, there are plenty of opportunities for players to act independently of and/or alter the plot that I've laid out. This is why I don't like TRAPs. It's basically a fancy way of saying "If you don't do it <em>this</em> way, you're wrong and you suck!" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>Now, typically, I abhorr any kind of stringent plot in an RPG -- but if you want to have any kind of longevity in a campaign, I've found that it's pretty much a necessity. Running a seat-of-your-pants campaign, I've often found, lacks the cohesion and consistency necessary for extended play. But, obviously, all of those folks writing adventure modules or campaigns professionally are <em>wrong</em>. . . right? </p><p></p><p>I can't think of a single wildly successful pre-published campaign that adheres to the TRAPs model without some wilful ignorance or reworking of history taking place. Age of Worms? Nope. Rappan Athuk? Nope. World's Largest Dungeon? Nope. Against the Giants? No. The list is hundreds of products long and spans all known editions of D&D.</p><p></p><p></p><p></p><p>It does seem that way, yes, though if I ever decide to quit making my own decisions about what I like and let other people make them for me, I'll get back to you <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></blockquote><p></p>
[QUOTE="jdrakeh, post: 3944127, member: 13892"] I don't get you. How many D&D adventures have centered on questing for artifacts over the years? Suddenly, [i]because you don't like it[/i] it robs players of choice? And what about adventures wherein villains try to make life difficult for PCs? How many of those has D&D seen? But now villains should pull punches [i]because you say so[/i]? Is it so outrageous that secretly evil Lords and nobles should try to discredit those people trying to reveal their true nature? Why is having NPCs act realistically a no-no? Likewise, is it so foreign an idea that heroes must quest for a certain magic whatzit to unite a kingdom? Why is requiring a magical whatzit a no-no? Likewise, there are plenty of opportunities for players to act independently of and/or alter the plot that I've laid out. This is why I don't like TRAPs. It's basically a fancy way of saying "If you don't do it [i]this[/i] way, you're wrong and you suck!" :( Now, typically, I abhorr any kind of stringent plot in an RPG -- but if you want to have any kind of longevity in a campaign, I've found that it's pretty much a necessity. Running a seat-of-your-pants campaign, I've often found, lacks the cohesion and consistency necessary for extended play. But, obviously, all of those folks writing adventure modules or campaigns professionally are [i]wrong[/i]. . . right? I can't think of a single wildly successful pre-published campaign that adheres to the TRAPs model without some wilful ignorance or reworking of history taking place. Age of Worms? Nope. Rappan Athuk? Nope. World's Largest Dungeon? Nope. Against the Giants? No. The list is hundreds of products long and spans all known editions of D&D. It does seem that way, yes, though if I ever decide to quit making my own decisions about what I like and let other people make them for me, I'll get back to you ;) [/QUOTE]
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