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Destroy my campaign world
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<blockquote data-quote="DrunkonDuty" data-source="post: 5299042" data-attributes="member: 54364"><p>Cool campaign ideas there. I'd enjoy any of them. In fact, have an XP.</p><p> </p><p>One point I'd like to bring up is that some times (most of the time really) I like to play games where there are no 'one big evil thing' to deal with, defeat, etc. Some times I just want to be a caravan guard stomping along behind the wagons looking forward to reaching the next town getting a cold beer and not having to look out for bandits. And for this sort of game campaign changing events are not welcome. Erm, perhaps I should say 'campaign-world changing events' are not welcome. I'd like the world to stay roughly the same. A monarch may fall or tribe rise up but the fundamentals (let's call it the campaign's premise) stay much the same.</p><p> </p><p>Now please note: I said what <em>I</em> like. Different strokes for different folks and all that. I reckon most of the gamers I've met over the years love a good save the world moment. The thing is once the world is saved it's time for a new camapign. This is a good thing or a bad thing depending on personal preference.</p><p> </p><p>One thing I do hate though is when, after the world is saved and the original premise is met, along comes a new, bigger, badder menace. "If you thought X was a BBEG, meet Y." It smacks of jumping the shark, if you'll pardon my internet meme. </p><p> </p><p>I think this is one of the problemsI have with big changes to published campaigns. They jump the shark. Some of them jump many sharks.</p><p> </p><p>cheers.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 5299042, member: 54364"] Cool campaign ideas there. I'd enjoy any of them. In fact, have an XP. One point I'd like to bring up is that some times (most of the time really) I like to play games where there are no 'one big evil thing' to deal with, defeat, etc. Some times I just want to be a caravan guard stomping along behind the wagons looking forward to reaching the next town getting a cold beer and not having to look out for bandits. And for this sort of game campaign changing events are not welcome. Erm, perhaps I should say 'campaign-world changing events' are not welcome. I'd like the world to stay roughly the same. A monarch may fall or tribe rise up but the fundamentals (let's call it the campaign's premise) stay much the same. Now please note: I said what [I]I[/I] like. Different strokes for different folks and all that. I reckon most of the gamers I've met over the years love a good save the world moment. The thing is once the world is saved it's time for a new camapign. This is a good thing or a bad thing depending on personal preference. One thing I do hate though is when, after the world is saved and the original premise is met, along comes a new, bigger, badder menace. "If you thought X was a BBEG, meet Y." It smacks of jumping the shark, if you'll pardon my internet meme. I think this is one of the problemsI have with big changes to published campaigns. They jump the shark. Some of them jump many sharks. cheers. [/QUOTE]
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