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General Tabletop Discussion
*TTRPGs General
Campaign Types: Which are covered by the various editions?
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<blockquote data-quote="Burrito Al Pastor" data-source="post: 4671991" data-attributes="member: 27303"><p>I like how your first post reads like a high school English essay prompt. I'm not kidding here; threads could seriously learn a thing or two from high school English classes.</p><p></p><p></p><p>As I said in the previous thread in a vain attempt to address the original topic: 3.5 Eberron. An investigative game isn't necessarily better suited to 3rd edition, but it's a style of game that Eberron was <em>explicitly</em> designed to accommodate, and Eberron was so specifically tailored for the 3rd edition system that I have a hard time believing that WOTC will be able to really capture it fully in a 4e campaign setting.</p><p></p><p>I'm also going to repeat myself that Dungeon #133 had "Chimes at Midnight", which is one of the best short modules I've ever had the fortune to play, and is an Eberron-specific investigative story arc. I actually played it <em>in</em> a 3rd edition investigative game, and I can only partially attribute the incredible success of that campaign to the DM and players.</p><p></p><p>Dark Heresy also does this very well, with a heaping dose of survival-horror laid on top for good measure.</p><p></p><p></p><p>Ehhh... depends on what you want your survival:horror ratio to be. I'm inclined to say 4e, simply because survival-horror usually involves a functionally infinite number of opponents, and 4e handles crowds quite well. Heroes of Horror had some interesting concepts in it, and those rules were integrated into <em>Expedition to Castle Ravenloft</em>, which I myself plan to run in 4th edition in the nearish future.</p><p></p><p>The Shadowfell plane in 4e also seems to be very carefully designed to accommodate horror games in the general vein of the Ravenloft campaign setting material, so that may also be a strong point, depending again on your flavor of survival-horror.</p><p></p><p></p><p>4th edition handles the heroic bit quite well and the army bit fairly well; Exalted handles both extremely well. A party of Dragon-Blooded makes for a fantastic heroic army game.</p><p></p><p></p><p>If you're playing with a bunch of history buffs, GURPS is probably your best bet here, since they've released supplements for <em>exactly</em> these kinds of campaigns, and GURPS's detail-oriented approach is probably a good fit for anybody who's a stickler for historical accuracy.</p><p></p><p></p><p>I'm gonna go out on a limb here and say Call of Cthulhu. I think you could probably do a good job of it with d20 Modern, but it might not be wise to pay too much attention to the d20 Call of Cthulhu book.</p><p></p><p></p><p>As far as straight-up survival goes, Deadlands: Hell On Earth was pretty much the best post-apocalyptic game I've ever seen.</p><p></p><p></p><p>I'm not even sure what this means.</p><p></p><p>EDIT: I just realized you may have intended your questions to only span Dungeons and Dragons systems. If that's the case... then I stick to my answers. Just because D&D is a great game doesn't mean it's the best system for any kind of campaign, and nothing makes me beat my head against the wall more than when I have a conversation that goes like this:</p><p></p><p>"I'm starting a D&D campaign, but I want it to have <such and such flavor that D&D doesn't handle well>, so I'm doing <such and such major changes to the rules> to compensate."</p><p>"Well, you know, you could just use <non-D&D system>, it's very robust and designed for exactly that kind of game."</p><p>"Oh, no, I want to run a D&D game."</p><p></p><p>Home brewed material is all well and good, but there is a point at which it is disingenuous to say that you are playing Dungeons and Dragons.</p><p></p><p>...If you want to take issue with my position on that matter, <em>please</em> split it into another thread. I'd hate to see poor Wik lose two consecutive threads on the same subject to derailment.</p></blockquote><p></p>
[QUOTE="Burrito Al Pastor, post: 4671991, member: 27303"] I like how your first post reads like a high school English essay prompt. I'm not kidding here; threads could seriously learn a thing or two from high school English classes. As I said in the previous thread in a vain attempt to address the original topic: 3.5 Eberron. An investigative game isn't necessarily better suited to 3rd edition, but it's a style of game that Eberron was [I]explicitly[/I] designed to accommodate, and Eberron was so specifically tailored for the 3rd edition system that I have a hard time believing that WOTC will be able to really capture it fully in a 4e campaign setting. I'm also going to repeat myself that Dungeon #133 had "Chimes at Midnight", which is one of the best short modules I've ever had the fortune to play, and is an Eberron-specific investigative story arc. I actually played it [I]in[/I] a 3rd edition investigative game, and I can only partially attribute the incredible success of that campaign to the DM and players. Dark Heresy also does this very well, with a heaping dose of survival-horror laid on top for good measure. Ehhh... depends on what you want your survival:horror ratio to be. I'm inclined to say 4e, simply because survival-horror usually involves a functionally infinite number of opponents, and 4e handles crowds quite well. Heroes of Horror had some interesting concepts in it, and those rules were integrated into [I]Expedition to Castle Ravenloft[/I], which I myself plan to run in 4th edition in the nearish future. The Shadowfell plane in 4e also seems to be very carefully designed to accommodate horror games in the general vein of the Ravenloft campaign setting material, so that may also be a strong point, depending again on your flavor of survival-horror. 4th edition handles the heroic bit quite well and the army bit fairly well; Exalted handles both extremely well. A party of Dragon-Blooded makes for a fantastic heroic army game. If you're playing with a bunch of history buffs, GURPS is probably your best bet here, since they've released supplements for [I]exactly[/I] these kinds of campaigns, and GURPS's detail-oriented approach is probably a good fit for anybody who's a stickler for historical accuracy. I'm gonna go out on a limb here and say Call of Cthulhu. I think you could probably do a good job of it with d20 Modern, but it might not be wise to pay too much attention to the d20 Call of Cthulhu book. As far as straight-up survival goes, Deadlands: Hell On Earth was pretty much the best post-apocalyptic game I've ever seen. I'm not even sure what this means. EDIT: I just realized you may have intended your questions to only span Dungeons and Dragons systems. If that's the case... then I stick to my answers. Just because D&D is a great game doesn't mean it's the best system for any kind of campaign, and nothing makes me beat my head against the wall more than when I have a conversation that goes like this: "I'm starting a D&D campaign, but I want it to have <such and such flavor that D&D doesn't handle well>, so I'm doing <such and such major changes to the rules> to compensate." "Well, you know, you could just use <non-D&D system>, it's very robust and designed for exactly that kind of game." "Oh, no, I want to run a D&D game." Home brewed material is all well and good, but there is a point at which it is disingenuous to say that you are playing Dungeons and Dragons. ...If you want to take issue with my position on that matter, [I]please[/I] split it into another thread. I'd hate to see poor Wik lose two consecutive threads on the same subject to derailment. [/QUOTE]
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