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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="prabe" data-source="post: 8268749" data-attributes="member: 7016699"><p>Yeah. It's not a good idea, for several reasons.</p><p></p><p>Well, except for the fact that I detest TEENAGE DRAMA, that's roughly what the campaigns I'm running in 5E are. There haven't been any heists, but the parties have been involved in a mystery of ratiocination, a labor dispute, several planar incursions, lots of travel, several instances of research, interactions with powerful (mostly) friendly beings, a couple instances of contagious undead, some contagious madness (connected to some of the planar incursions), a couple revenge arcs, a crashed formerly-floating wizard's tower, some scattered rescues, a cage match with a death knight (to recover the death knight's soul), occasional extensive planning, at least one dungeon-crawl, and a raid into an illithid hive to destroy an artifact that has boosted and corrupted the lillithids. Now, you probably think the campaigns are insane, because one has run 77 sessions and the other has run 43; you might be right, but the broader point is it's possible to run one long campaign that tells several different (and several different kinds of) stories.</p><p></p><p>Well, I prefer for the type of story that emerges from playing the game, to emerge from playing the game; I'd find it frustrating to play several shorter campaigns and inevitably leave things hanging in all of them. Both as a player and a GM.</p><p></p><p>I can see why you'd prefer shorter campaigns (even without the social awkwardness of being stared at). And there's nothing wrong with that--just as I (obviously) prefer the longer ones.</p></blockquote><p></p>
[QUOTE="prabe, post: 8268749, member: 7016699"] Yeah. It's not a good idea, for several reasons. Well, except for the fact that I detest TEENAGE DRAMA, that's roughly what the campaigns I'm running in 5E are. There haven't been any heists, but the parties have been involved in a mystery of ratiocination, a labor dispute, several planar incursions, lots of travel, several instances of research, interactions with powerful (mostly) friendly beings, a couple instances of contagious undead, some contagious madness (connected to some of the planar incursions), a couple revenge arcs, a crashed formerly-floating wizard's tower, some scattered rescues, a cage match with a death knight (to recover the death knight's soul), occasional extensive planning, at least one dungeon-crawl, and a raid into an illithid hive to destroy an artifact that has boosted and corrupted the lillithids. Now, you probably think the campaigns are insane, because one has run 77 sessions and the other has run 43; you might be right, but the broader point is it's possible to run one long campaign that tells several different (and several different kinds of) stories. Well, I prefer for the type of story that emerges from playing the game, to emerge from playing the game; I'd find it frustrating to play several shorter campaigns and inevitably leave things hanging in all of them. Both as a player and a GM. I can see why you'd prefer shorter campaigns (even without the social awkwardness of being stared at). And there's nothing wrong with that--just as I (obviously) prefer the longer ones. [/QUOTE]
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