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Campaign Versus Adventurer
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<blockquote data-quote="Derulbaskul" data-source="post: 4947364" data-attributes="member: 1581"><p>I definitely want to run campaigns and not just adventures.</p><p></p><p>My goal in running games is something akin to verisimilitude. With a campaign you have already worked out what individuals and groups are doing "behind the scenes" so it's much easier to bring the world alive particularly in response to character actions.</p><p></p><p>That said, I do like to include some sandbox elements in my campaigns. Again, part of it is verisimilitude: the players feel like it's a real world that their characters are interacting with. Not everything that is happening is (conveniently) part of the campaign that they're playing: there is more than one story being told in the world at a time.</p><p></p><p>I really enjoy adventure paths (real ones: not these two messes that WotC has produced for 4E) also because you can see how the pros put together a longer and larger story.</p><p></p><p>I typically mine them for ideas and have yet to run any of the 3.5E-era ones but I am using chunks of <em>Savage Tide</em> in my first 4E campaign set in the Forgotten Realms to fill almost all of the heroic tier, but there is a sandbox part inspired by the Red Hand of Doom as well. The paragon tier is going to be based, in part, on some of the plot of <em>Revenge of the Giants</em>... although I won't actually purchase it because it doesn't sound too good!</p></blockquote><p></p>
[QUOTE="Derulbaskul, post: 4947364, member: 1581"] I definitely want to run campaigns and not just adventures. My goal in running games is something akin to verisimilitude. With a campaign you have already worked out what individuals and groups are doing "behind the scenes" so it's much easier to bring the world alive particularly in response to character actions. That said, I do like to include some sandbox elements in my campaigns. Again, part of it is verisimilitude: the players feel like it's a real world that their characters are interacting with. Not everything that is happening is (conveniently) part of the campaign that they're playing: there is more than one story being told in the world at a time. I really enjoy adventure paths (real ones: not these two messes that WotC has produced for 4E) also because you can see how the pros put together a longer and larger story. I typically mine them for ideas and have yet to run any of the 3.5E-era ones but I am using chunks of [I]Savage Tide[/I] in my first 4E campaign set in the Forgotten Realms to fill almost all of the heroic tier, but there is a sandbox part inspired by the Red Hand of Doom as well. The paragon tier is going to be based, in part, on some of the plot of [I]Revenge of the Giants[/I]... although I won't actually purchase it because it doesn't sound too good! [/QUOTE]
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