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*TTRPGs General
[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 2989637" data-attributes="member: 2810"><p>I don't know if I could seperate out style from circumstance. In 1e, we played largely at lunch with a bunch of schoolmates who didn't really associate outside of school. That really lent itself to the 'run a module' style of play. Sometimes players kept characters from module to module, sometimes they dropped one to play something different. Outside of school, we tended to system hop *a lot*. A game would stay on the radar for a few months, then we'd get bored or someone would get really psyched about some new system, and we'd start over anew. </p><p></p><p>In college, we gravitated to something more recognizeable as a 'campaign', but that was because we all lived in the same dorm and could get togther to play more often and for much longer at a sitting. The environment promoted continuity. We still system-hopped, but it became easier to run multiple campaigns at once, so that became less disruptive, too.</p><p></p><p>*sniff* Now I'm getting all weepy and nostalgic for the good old days, when we waited with baited breath for the next module release. *sniff*</p><p></p><p>I wonder how much real-time pacing plays into the cookie situation. If its 13 encounters between 'cookies', the cookies seem more 'fresh' (to stretch a metaphor) if you're gaining them every 2 weeks realtime instead of every 2 months.</p><p></p><p>The system we stuck with longest in junior high/high school was SPI''s old DragonQuest, where XP was awarded per every four hours of play-time. The game's advancement system left a lot to be desired in retrospect, but it kept the cookies coming at a regular pace without being overly reliant on combat encounters.</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 2989637, member: 2810"] I don't know if I could seperate out style from circumstance. In 1e, we played largely at lunch with a bunch of schoolmates who didn't really associate outside of school. That really lent itself to the 'run a module' style of play. Sometimes players kept characters from module to module, sometimes they dropped one to play something different. Outside of school, we tended to system hop *a lot*. A game would stay on the radar for a few months, then we'd get bored or someone would get really psyched about some new system, and we'd start over anew. In college, we gravitated to something more recognizeable as a 'campaign', but that was because we all lived in the same dorm and could get togther to play more often and for much longer at a sitting. The environment promoted continuity. We still system-hopped, but it became easier to run multiple campaigns at once, so that became less disruptive, too. *sniff* Now I'm getting all weepy and nostalgic for the good old days, when we waited with baited breath for the next module release. *sniff* I wonder how much real-time pacing plays into the cookie situation. If its 13 encounters between 'cookies', the cookies seem more 'fresh' (to stretch a metaphor) if you're gaining them every 2 weeks realtime instead of every 2 months. The system we stuck with longest in junior high/high school was SPI''s old DragonQuest, where XP was awarded per every four hours of play-time. The game's advancement system left a lot to be desired in retrospect, but it kept the cookies coming at a regular pace without being overly reliant on combat encounters. [/QUOTE]
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