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*TTRPGs General
Defend the town, for the entire campaign
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<blockquote data-quote="Scribble" data-source="post: 4637818" data-attributes="member: 23977"><p>Jericho is a show I think that can give examples of this idea.</p><p></p><p>In that show, the basic idea is defend the town (and citizens) from things like: further destruction, disease, starvation, outlaws, internal strife...</p><p></p><p>Sometimes they ventured out, but most of the stuff that happened was in the town. When they did venture out they didn't go very far, and it was directly related to some way they were attempting to protect the town. Their plan was always to only leave for a short period of time, and get back as quickly as possible.</p><p></p><p>(ie we need to get to the rival town and back with info about the upcomming attack.)</p><p></p><p>Leaving town was either too dangerous, too long of a trek, or the main characters were just needed too much in the town to go far. (Or a combination of all of the above.)</p><p></p><p>Anyone that DID leave town for an extended period was usually an "NPC" and 9 times out of 10 was destined to return in the distant future with some sort of problem the main characters had to deal with to defend the town.</p><p></p><p>Even the over-arching plot didn't have them leave the town until the very very end.</p><p></p><p>Even the "higher leve;" characters who knew more about the bigger picture couldn't (or chose not to) leave because the town offered them a better strategic position to be in while planning how to fix things.</p></blockquote><p></p>
[QUOTE="Scribble, post: 4637818, member: 23977"] Jericho is a show I think that can give examples of this idea. In that show, the basic idea is defend the town (and citizens) from things like: further destruction, disease, starvation, outlaws, internal strife... Sometimes they ventured out, but most of the stuff that happened was in the town. When they did venture out they didn't go very far, and it was directly related to some way they were attempting to protect the town. Their plan was always to only leave for a short period of time, and get back as quickly as possible. (ie we need to get to the rival town and back with info about the upcomming attack.) Leaving town was either too dangerous, too long of a trek, or the main characters were just needed too much in the town to go far. (Or a combination of all of the above.) Anyone that DID leave town for an extended period was usually an "NPC" and 9 times out of 10 was destined to return in the distant future with some sort of problem the main characters had to deal with to defend the town. Even the over-arching plot didn't have them leave the town until the very very end. Even the "higher leve;" characters who knew more about the bigger picture couldn't (or chose not to) leave because the town offered them a better strategic position to be in while planning how to fix things. [/QUOTE]
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Defend the town, for the entire campaign
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