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General Tabletop Discussion
*Dungeons & Dragons
Character Motivation: My Local Experiences (Warning Spoilers and possible Alignment discussion)
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<blockquote data-quote="Steve_MND" data-source="post: 6722259" data-attributes="member: 6801314"><p>Quite possible. The thing a lot of people (players and often DMs as well) miss is that Living Campaigns like AL (and the Pathfinder Society, and Living Greyhawk before them, and Living City before that, etc.,) are a <em><strong>completely different entity</strong></em> than the sort of 'traditional' home campaign you play each Friday night with your college buddies, etc.</p><p></p><p>It has the obvious similarities, of course, but the approach and structure are so different, it often comes as a great surprise to folks who aren't already familiar with the concept. In a home campaign, if you don't like Frank, for example, you just don't invite him to play with your group. You don't have that luxury with a Organized Play campaign, which needs to be accessible to anyone. In a home campaign, if you want to play something unusual, you can discuss it with your DM, and he can agree to it. You don't have that luxury in an OP campaign, where options and paths are limited. Same thing with striking out in a completely random or off-script direction to whatever's going on, setting up personal quests or side missions for a certain player, and any number of other differences.</p><p></p><p>Organized Play, by definition, is much more structured, restrictive and compartmentalized than any homebrew campaign might be. Bu this is designed so that in return for that, there is more portability, flexible access and balanced content. And, as a result of that design, it tends to be something that is more easily managed for experienced, mature players (so to speak); most of us I'm sure went through that earlier murder-hobo phase when we were young kids, or just starting off as a roleplayer. Hey, it's fantasy! Let's do fantastical stuff with no consequences! Whee!</p><p></p><p>The problem here is, tho, that when that same new/young player starts in OP as opposed to a home campaign, they don't have the opportunity to learn and refine themselves quite as well, because the OP system is so much more structured and less forgiving to that sort of behavior. So it should not come as a complete shock that we tend to end up getting a lot of the CN murder-hobo types in OP, because it's less well-suited to weeding those types out, either by social pressure or (preferably) by having them grow out of that phase as a player in a more reactive campaign environment.</p></blockquote><p></p>
[QUOTE="Steve_MND, post: 6722259, member: 6801314"] Quite possible. The thing a lot of people (players and often DMs as well) miss is that Living Campaigns like AL (and the Pathfinder Society, and Living Greyhawk before them, and Living City before that, etc.,) are a [I][B]completely different entity[/B][/I] than the sort of 'traditional' home campaign you play each Friday night with your college buddies, etc. It has the obvious similarities, of course, but the approach and structure are so different, it often comes as a great surprise to folks who aren't already familiar with the concept. In a home campaign, if you don't like Frank, for example, you just don't invite him to play with your group. You don't have that luxury with a Organized Play campaign, which needs to be accessible to anyone. In a home campaign, if you want to play something unusual, you can discuss it with your DM, and he can agree to it. You don't have that luxury in an OP campaign, where options and paths are limited. Same thing with striking out in a completely random or off-script direction to whatever's going on, setting up personal quests or side missions for a certain player, and any number of other differences. Organized Play, by definition, is much more structured, restrictive and compartmentalized than any homebrew campaign might be. Bu this is designed so that in return for that, there is more portability, flexible access and balanced content. And, as a result of that design, it tends to be something that is more easily managed for experienced, mature players (so to speak); most of us I'm sure went through that earlier murder-hobo phase when we were young kids, or just starting off as a roleplayer. Hey, it's fantasy! Let's do fantastical stuff with no consequences! Whee! The problem here is, tho, that when that same new/young player starts in OP as opposed to a home campaign, they don't have the opportunity to learn and refine themselves quite as well, because the OP system is so much more structured and less forgiving to that sort of behavior. So it should not come as a complete shock that we tend to end up getting a lot of the CN murder-hobo types in OP, because it's less well-suited to weeding those types out, either by social pressure or (preferably) by having them grow out of that phase as a player in a more reactive campaign environment. [/QUOTE]
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