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<blockquote data-quote="Lanefan" data-source="post: 7716248" data-attributes="member: 29398"><p>I've always taken those few pages to be little more than an advertisement for TSR's other game systems at the time, and thus largely ignored them. <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=":)" /> Looked at more closely, the whole section seems to be about keeping players interested if the base campaign is losing them; be it by jumping to a different system, interjecting some offbeat adventuring (he mentions his Alice in Wonderland levels in Castle Greyhawk as an example), visiting other planes, etc.</p><p></p><p>And - and this is very relevant to the discussion we've been having elsewhere - on p. 112 under "The Ongoing Campaign" the second paragraph is all about having an ongoing backstory as a means of maintaining player interest and giving the PCs a greater purpose in the game world.</p><p></p><p>While he may not have envisioned that when he wrote the DMG, it's exactly what ended up happening in a great many instances. I think that's in part due to the tone taken in the introduction to the PH, which a) seems to point much more strongly to longer ongoing (and interweaving) campaigns and parties, and b) would have been read by many more people, at least to begin with.</p><p></p><p>As for the "visiting other planes" bit, I'm starting to wonder if that's based more on his experiences DMing his own game...which from what I can tell mostly took place in one great big dungeon: Castle Greyhawk. If he or his players wanted something different, pretty much the only option was to jump to another plane to find it.</p><p></p><p>Huh. I never noticed that. Apologies to [MENTION=22779]Hussar[/MENTION] .</p><p></p><p>Lan-"probably a good thing I never used the RAW to set my games' training costs; I'd have been doing it wrong for 30+ years"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7716248, member: 29398"] I've always taken those few pages to be little more than an advertisement for TSR's other game systems at the time, and thus largely ignored them. :) Looked at more closely, the whole section seems to be about keeping players interested if the base campaign is losing them; be it by jumping to a different system, interjecting some offbeat adventuring (he mentions his Alice in Wonderland levels in Castle Greyhawk as an example), visiting other planes, etc. And - and this is very relevant to the discussion we've been having elsewhere - on p. 112 under "The Ongoing Campaign" the second paragraph is all about having an ongoing backstory as a means of maintaining player interest and giving the PCs a greater purpose in the game world. While he may not have envisioned that when he wrote the DMG, it's exactly what ended up happening in a great many instances. I think that's in part due to the tone taken in the introduction to the PH, which a) seems to point much more strongly to longer ongoing (and interweaving) campaigns and parties, and b) would have been read by many more people, at least to begin with. As for the "visiting other planes" bit, I'm starting to wonder if that's based more on his experiences DMing his own game...which from what I can tell mostly took place in one great big dungeon: Castle Greyhawk. If he or his players wanted something different, pretty much the only option was to jump to another plane to find it. Huh. I never noticed that. Apologies to [MENTION=22779]Hussar[/MENTION] . Lan-"probably a good thing I never used the RAW to set my games' training costs; I'd have been doing it wrong for 30+ years"-efan [/QUOTE]
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