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Classic Adventuring in Urban Arcana
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<blockquote data-quote="Obergnom" data-source="post: 3094084" data-attributes="member: 7145"><p>@stormborn: Hmm, thats seems to be a very solid idea. I like that. That campaign would assume, that everyone can see through the shadow, wouldn't it? But I like that to, I'm just unsure how much work that would be. Having nerver GMed a modern campaign, it is hard to forsee the work load... I'm kind of hoping to get the shadowrun effect, where you can do a lot without any preparation as long as you are able to do some good winging...</p><p></p><p>@bento: You now, the problem with the whole conspiracy thing is, neither me (As a player or DM) nor my players are huge fans of such things. I don't know, most of the time such plots do not feel right to me, they feel to artificial.</p><p></p><p>Compared to fantasy adventuring, crawling through a Dunguen, because you want the gold and power you might find there, and at the same time fighting an evil cult that follows a terrible demon lord is a strait plot, you know it will work. It is not to much.</p><p></p><p>It is the same with movies, there are somany conspiracy movies out there, but I can't stand most of them, the plot just seems constructed, unrealistic most of the time. Even if the whole setting was fictional... adding layers to a conspiracy by inventing them later does not make a good conspiracy. My players would just say, well okay, now those are our enemies, we had no chance to forsee that, we did not know they exsist.</p><p></p><p>The cult thing, on the other hand, is a good idea. As I said above, simple plans seem to work. (In my experience)</p></blockquote><p></p>
[QUOTE="Obergnom, post: 3094084, member: 7145"] @stormborn: Hmm, thats seems to be a very solid idea. I like that. That campaign would assume, that everyone can see through the shadow, wouldn't it? But I like that to, I'm just unsure how much work that would be. Having nerver GMed a modern campaign, it is hard to forsee the work load... I'm kind of hoping to get the shadowrun effect, where you can do a lot without any preparation as long as you are able to do some good winging... @bento: You now, the problem with the whole conspiracy thing is, neither me (As a player or DM) nor my players are huge fans of such things. I don't know, most of the time such plots do not feel right to me, they feel to artificial. Compared to fantasy adventuring, crawling through a Dunguen, because you want the gold and power you might find there, and at the same time fighting an evil cult that follows a terrible demon lord is a strait plot, you know it will work. It is not to much. It is the same with movies, there are somany conspiracy movies out there, but I can't stand most of them, the plot just seems constructed, unrealistic most of the time. Even if the whole setting was fictional... adding layers to a conspiracy by inventing them later does not make a good conspiracy. My players would just say, well okay, now those are our enemies, we had no chance to forsee that, we did not know they exsist. The cult thing, on the other hand, is a good idea. As I said above, simple plans seem to work. (In my experience) [/QUOTE]
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