el-remmen
Moderator Emeritus
So, I could not sleep the other night, and something I do when the sleeplessness bug hits me is try to think through and draft ideas in my head to tire my brain out to match the state of my body. So I started to think about how would I generally and briefly describe what I want out of a D&D game.
So that is the challenge of this thread, describe what you generally want out of a D&D campaign in 100 words or less (I'll be counting!), using whatever criteria you want, with the following guidelines:
So here is mine (off-set in quote brackets for easier reading) [92 words]
Have at it! I look forward to reading what other people come up with. Commenting on what others want is fine but (again) this is not the place to argue that what someone is looking for/hopes for is "wrong" or yours is "right."
So that is the challenge of this thread, describe what you generally want out of a D&D campaign in 100 words or less (I'll be counting!), using whatever criteria you want, with the following guidelines:
- Focus on what you want out of the experience, not what you don't want (mentioning avoiding something is fine, but description should aim for goals not avoidances)
- Do not frame it in a way that explicitly or implicitly puts down what others may want.
- Furthermore, I know many of us (myself included) probably want different things at different times from particular settings or groups of people, for the sake of this challenge, try to boil it down to a general idea or the most common approach you like, or even what you want right now even if last year you might have wanted something else or next month or next year you might want something else.
So here is mine (off-set in quote brackets for easier reading) [92 words]
A multi-year (real-time and game time) slow-progression heroic campaign involving PCs going through various adventures (not all of which are directly connected) but given a serial format through a loose meta-plot determined through character choice and experience within a thematic framework provided by the DM. Furthermore, character development (both mechanically and personality-wise) ideally happens in response to game events not a pre-conceived idea of a character’s arc. Major combats are set-pieces with interesting terrain and other features for both sides to make use of and with stakes beyond just “kill all opponents.”
Have at it! I look forward to reading what other people come up with. Commenting on what others want is fine but (again) this is not the place to argue that what someone is looking for/hopes for is "wrong" or yours is "right."