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<blockquote data-quote="Quickleaf" data-source="post: 5642687" data-attributes="member: 20323"><p>Needed? About 2 hours for the DM to familiarize her or himself with the campaign and players to make PCs. Then 15-45 minutes between games, about how long you'd spend reading a few chapters in a book. At least that's what I'd shoot for.</p><p></p><p></p><p>Exactly this. I've been playing around with <a href="http://www.breezetree.com" target="_blank">Flow Chart Software</a> and it's pretty cool how involved the flowcharts can get and still produce something readily decipherable. I could even imagine the back side of a poster map being a circuit board like network of interwoven flowcharts and decision points. Actually many of the <a href="http://livingforgottenrealms.com/" target="_blank">Living Forgotten Realms</a> include flowcharts of how the story evolves with Yes/No options for decision the PCs make.</p><p></p><p>Having just perused the Castle Whiterock free preview (<a href="http://www.goodman-games.com/downloads/WhiterockPreview1.pdf" target="_blank">http://www.goodman-games.com/downloads/WhiterockPreview1.pdf</a>), I noticed it devoted good amount of space to "what if" scenarios. The map actually resembles a limited flowchart in a way.</p><p></p><p></p><p>I think the product you describe has been done and done well in DungeonQuest Advanced HeroQuest, and Warhammer Quest - not to be confused with <a href="http://www.journey-quest.com/" target="_blank">JourneyQuest | The journey is… a quest!</a>! <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>I'd rather see something cover new ground and solidly be a RPG product, focusing on the opportunities doing it as an all-in-one could offer. </p><p></p><p><strong>First, the campaign-in-a-box would really show evolution over time, how rhe stories, NPCs, and places evolve.</strong> What's great is that this turns the problem of limited space into a solution. For example, we can only afford X number of battlemaps so how can we re-use maps and keep it fresh? What if many locations evolve with both the PCs' deeds and outside events?</p><p></p><p><strong>Second, the campaign-in-a-box would provide more customization options for the DM with less worry about wasting space. </strong> Since what was "wasted" in the moment can be reused as it's built into the meta-plot, the DM has a freer reign to adapt to the PCs. I guess it would be a model of integrated modularity, a balance between sandbox and rail-road.</p><p></p><p><strong>Third, the campaign-in-a-box would have all its parts tightly woven together</strong>. Maps could be overlapped to create "new" area, several maps might be joined together to create a 4'x6' king's keep, and adventures could refer to specific terrain as depicted on the included maps. Miniatures could also be used for a certain statue puzzle or with a new summoning magic item. Character themes/backgrounds could be referenced in specific quests, changing the story slightly or determining who gets which player handout. I think I'm just screening the surface of what would be possible this way!</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5642687, member: 20323"] Needed? About 2 hours for the DM to familiarize her or himself with the campaign and players to make PCs. Then 15-45 minutes between games, about how long you'd spend reading a few chapters in a book. At least that's what I'd shoot for. Exactly this. I've been playing around with [url=http://www.breezetree.com]Flow Chart Software[/url] and it's pretty cool how involved the flowcharts can get and still produce something readily decipherable. I could even imagine the back side of a poster map being a circuit board like network of interwoven flowcharts and decision points. Actually many of the [url=http://livingforgottenrealms.com/]Living Forgotten Realms[/url] include flowcharts of how the story evolves with Yes/No options for decision the PCs make. Having just perused the Castle Whiterock free preview ([URL]http://www.goodman-games.com/downloads/WhiterockPreview1.pdf[/URL]), I noticed it devoted good amount of space to "what if" scenarios. The map actually resembles a limited flowchart in a way. I think the product you describe has been done and done well in DungeonQuest Advanced HeroQuest, and Warhammer Quest - not to be confused with [url=http://www.journey-quest.com/]JourneyQuest | The journey is… a quest![/url]! ;) I'd rather see something cover new ground and solidly be a RPG product, focusing on the opportunities doing it as an all-in-one could offer. [b]First, the campaign-in-a-box would really show evolution over time, how rhe stories, NPCs, and places evolve.[/b] What's great is that this turns the problem of limited space into a solution. For example, we can only afford X number of battlemaps so how can we re-use maps and keep it fresh? What if many locations evolve with both the PCs' deeds and outside events? [b]Second, the campaign-in-a-box would provide more customization options for the DM with less worry about wasting space. [/b] Since what was "wasted" in the moment can be reused as it's built into the meta-plot, the DM has a freer reign to adapt to the PCs. I guess it would be a model of integrated modularity, a balance between sandbox and rail-road. [B]Third, the campaign-in-a-box would have all its parts tightly woven together[/B]. Maps could be overlapped to create "new" area, several maps might be joined together to create a 4'x6' king's keep, and adventures could refer to specific terrain as depicted on the included maps. Miniatures could also be used for a certain statue puzzle or with a new summoning magic item. Character themes/backgrounds could be referenced in specific quests, changing the story slightly or determining who gets which player handout. I think I'm just screening the surface of what would be possible this way! [/QUOTE]
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