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Changing campaign style - casting for ideas & comments!
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<blockquote data-quote="StalkingBlue" data-source="post: 1649497" data-attributes="member: 645"><p>Hm. I stay away for a day and neat ideas accumulate .... </p><p></p><p>Great! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p></p><p></p><p>Hm. More detail about the "something similar" please? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p></p><p>Interesting. As a group we're all very much into player freedom, the chance to actually affect things in game, and consistency in the sense that actions have consequences and aren't explained away after the fact. So I probably wouldn't spring this kind of thing on my players without letting them know in advance that in this scenario death won't mean real death for their PCs .... But it could make for a great change of pace to include a 'pure-dream' scenario, where PC death or even a TPK wouldn't actually 'count'. </p><p></p><p></p><p></p><p>We...ell, Eberron isn't exactly on my must-have list right now.... <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>Seriously though, I take your point. </p><p></p><p>I'm maybe fortunate in that Midnight has a number of rather otherwordly-feeling times and places to explore within the framework of its own setting. </p><p>- Elven and Dwarvish cultures are very isolated in this world and preserve much of their specific Tolkienesque charm; </p><p>- there are a a number of human cultures around that have seen entire ages of glory; </p><p>- there is a whole other continent somewhere about which little is known; </p><p>- not least, the bad guys have a human-dominated highly organised church, a mostly-orcish army, several Night Kings with (in my game) agendas of their own ... </p><p>I'd like to mostly preserve the flavour of the setting, very much Tolkien at the end of the First Age (the darker bits of the Silmarillion), only humans figure in it and my game actually is fairly human-centred rather than built around elves. </p><p></p><p>But if I ever feel the campaign needs a breath of fresh air, I could just drop something with a different feel in with a minimum effort as to justification. Cool. </p><p></p><p></p><p></p><p>Nice idea. What's the mechanic you will be using for this? </p><p></p><p>In my first (experimental) scenario PCs had their own stats, if not (at first) their own memories. It would be nice to be able to drop in certain rules bits from their Outside host NPCs it it suits the scenario. </p><p></p><p>How do you explain the transition between real-world and dream scenarios in your game anyway? Do you give PCs control? Do you give your players input on what kinds of scenarios they'd like to play? What's the in-game justification - time-travel, plane-hopping, or something else? </p><p></p><p></p><p></p><p>Yup, my experimental scenario had traits of a giant puzzle trap, although the PCs could have left without achieving their mission once they figured out who they really were and why they'd been sent. </p><p></p><p>My experience with DnD in general and with this group in particular is that players tend to complain if there isn't at least one chance of combat in a given session, but I've run scenarios with little combat successfully for them, and would like to do more. </p><p></p><p>(It's sort of difficult though - designing and running combat challenges for this group is dangerously attractive, we all enjoy it far too much... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) </p><p></p><p></p><p></p><p>Cool twist. I assume the PCs were supposed to protect the fountain from being destroyed? What would you have done if that had failed? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p>I mean: what would you have done to the city in their present time, would the fountain still be there or not? </p><p></p><p></p><p></p><p>Hm, good point. Can you tell me more about your method of scenario presentation and players' control over it? That's one bit I haven't properly worked out yet. I'll be playing it by ear for now until I see how things work for the group, but I'd like to get a better system eventually that will give players a chance to understand where their input is wanted or needed. </p><p></p><p></p><p></p><p>Don't need answering?! <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> </p><p></p><p>Yay! You are right of course. Very good point. Yup, I want a solution I can tailor. "Sometimes one way and sometimes another" is probably a fair description. </p><p></p><p>I definitely don't want time travel as such, OTOH pure dreams that affect nothing in the real world except maybe laying some ghosts to rest aren't a viable basis for a long-term game. Especially not in Midnight, where the present-day situation offers more pressing challenges and problems than dealing with the problems of dead people from a few thousand years ago. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p></p><p>Thanks! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I'm sure we'll have fun. I've already heard briefly from my players, all of them appear to be interested. We'll talk more later this week, but it's sounding really good.</p></blockquote><p></p>
[QUOTE="StalkingBlue, post: 1649497, member: 645"] Hm. I stay away for a day and neat ideas accumulate .... Great! :cool: Hm. More detail about the "something similar" please? :) Interesting. As a group we're all very much into player freedom, the chance to actually affect things in game, and consistency in the sense that actions have consequences and aren't explained away after the fact. So I probably wouldn't spring this kind of thing on my players without letting them know in advance that in this scenario death won't mean real death for their PCs .... But it could make for a great change of pace to include a 'pure-dream' scenario, where PC death or even a TPK wouldn't actually 'count'. We...ell, Eberron isn't exactly on my must-have list right now.... ;) Seriously though, I take your point. I'm maybe fortunate in that Midnight has a number of rather otherwordly-feeling times and places to explore within the framework of its own setting. - Elven and Dwarvish cultures are very isolated in this world and preserve much of their specific Tolkienesque charm; - there are a a number of human cultures around that have seen entire ages of glory; - there is a whole other continent somewhere about which little is known; - not least, the bad guys have a human-dominated highly organised church, a mostly-orcish army, several Night Kings with (in my game) agendas of their own ... I'd like to mostly preserve the flavour of the setting, very much Tolkien at the end of the First Age (the darker bits of the Silmarillion), only humans figure in it and my game actually is fairly human-centred rather than built around elves. But if I ever feel the campaign needs a breath of fresh air, I could just drop something with a different feel in with a minimum effort as to justification. Cool. Nice idea. What's the mechanic you will be using for this? In my first (experimental) scenario PCs had their own stats, if not (at first) their own memories. It would be nice to be able to drop in certain rules bits from their Outside host NPCs it it suits the scenario. How do you explain the transition between real-world and dream scenarios in your game anyway? Do you give PCs control? Do you give your players input on what kinds of scenarios they'd like to play? What's the in-game justification - time-travel, plane-hopping, or something else? Yup, my experimental scenario had traits of a giant puzzle trap, although the PCs could have left without achieving their mission once they figured out who they really were and why they'd been sent. My experience with DnD in general and with this group in particular is that players tend to complain if there isn't at least one chance of combat in a given session, but I've run scenarios with little combat successfully for them, and would like to do more. (It's sort of difficult though - designing and running combat challenges for this group is dangerously attractive, we all enjoy it far too much... :) ) Cool twist. I assume the PCs were supposed to protect the fountain from being destroyed? What would you have done if that had failed? :) I mean: what would you have done to the city in their present time, would the fountain still be there or not? Hm, good point. Can you tell me more about your method of scenario presentation and players' control over it? That's one bit I haven't properly worked out yet. I'll be playing it by ear for now until I see how things work for the group, but I'd like to get a better system eventually that will give players a chance to understand where their input is wanted or needed. Don't need answering?! :uhoh: Yay! You are right of course. Very good point. Yup, I want a solution I can tailor. "Sometimes one way and sometimes another" is probably a fair description. I definitely don't want time travel as such, OTOH pure dreams that affect nothing in the real world except maybe laying some ghosts to rest aren't a viable basis for a long-term game. Especially not in Midnight, where the present-day situation offers more pressing challenges and problems than dealing with the problems of dead people from a few thousand years ago. :) Thanks! :D I'm sure we'll have fun. I've already heard briefly from my players, all of them appear to be interested. We'll talk more later this week, but it's sounding really good. [/QUOTE]
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