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Do you always need to save the world
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<blockquote data-quote="delericho" data-source="post: 6294056" data-attributes="member: 22424"><p>Actually, I don't think it's as clear-cut as all that. I think there's an aspect of sequel-itis in there as well: the first time you tell the story, you get to set the stakes; the next time everything needs to be bigger and better; and the next, and the next, and... The end-point of this, of course, is the stakes become "the end of everything". Problem is, there's not really anywhere to go after that.</p><p></p><p></p><p></p><p>A whole bunch, but I don't think I've done a "save the world" for a <em>very</em> long time. (Despite what some of my players would say - in at least one case they were convinced the TPK led to the destruction of the world, but that was never the stake; all that happened was a very big, very nasty dragon was let loose.)</p><p></p><p>Most of my recent campaigns have been local stuff. Even the campaigns that went to Epic level were about making a fundamental change to the underlying setting, but not about saving the world.</p><p></p><p>Let's think...</p><p></p><p>"Shackled City" isn't a save-the-world plot - save-the-city certainly, with a side-order of defeating a powerful BBEG, but not one intent (and able) on destroying or enslaving the world.</p><p></p><p>"The Company of the Black Hand" was a WFRP (2nd Ed) campaign that was based on the "Black Company" novels, and that dealt with the well-being of a region. In that case, the PCs' victory actually made things <em>worse</em> - the BBEG <em>was</em> evil, but she was also a very strong ruler for a city in a precarious position; by removing her, the PCs left a power vacuum that destabilised the region.</p><p></p><p>"The First Rebellion" was a Dark Times SWSE campaign that started with the PCs (and, in particular, the Jedi PC) fleeing a Star Destroyer as Order 66 was issued, and dealt mostly with survival. They did organise a fight-back, but it wasn't going to end well. (Though the campaign fizzled before we got into that - at the end, the PCs had just been betrayed by their main allies.)</p><p></p><p>"Cavcari's Last Incantation" was a FR 3.5e campaign that was based on an underlying (non-canonical) 'truth' that "everything that has a beginning must have an end" - including the deities. Thus, the PCs were going to have a choice - do they remove that limitation, or not? (That campaign died quickly; I may recycle much of it for my current group.)</p><p></p><p>"Tracks of Lightning" was a 3.5e Eberron campaign set in the Mournland, and dealing with efforts to reconnect the Lightning Rail. The BBEG was the Lord of Blades, though due to a contraction of the timeline he was merely headed off rather than destroyed. Still, a regional problem.</p><p></p><p>"The Eberron Code" (again, 3.5e) was a 3 year campaign that did reach high levels. This one was ultimately about the demon bound within the Silver Flame, and left the PCs a choice: do they extinguish the Flame, leave it as-is, or attempt to bind the demon more tightly and thus 'cleanse' the Flame. Regardless of their choice, the world would be <em>changed</em> by their actions, but it wasn't being <em>saved</em>.</p><p></p><p>"Imperial Fist" was another Dark Times SWSE campaign, in which the PCs were cast as Imperial agents charged with hunting down and eliminating Jedi terrorists. This was a regional, not universal, issue.</p><p></p><p>And I think that's all the campaigns I've run in the last decade (false starts excluded). Guess I'm due for a "save the world"! <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=":)" /></p></blockquote><p></p>
[QUOTE="delericho, post: 6294056, member: 22424"] Actually, I don't think it's as clear-cut as all that. I think there's an aspect of sequel-itis in there as well: the first time you tell the story, you get to set the stakes; the next time everything needs to be bigger and better; and the next, and the next, and... The end-point of this, of course, is the stakes become "the end of everything". Problem is, there's not really anywhere to go after that. A whole bunch, but I don't think I've done a "save the world" for a [i]very[/i] long time. (Despite what some of my players would say - in at least one case they were convinced the TPK led to the destruction of the world, but that was never the stake; all that happened was a very big, very nasty dragon was let loose.) Most of my recent campaigns have been local stuff. Even the campaigns that went to Epic level were about making a fundamental change to the underlying setting, but not about saving the world. Let's think... "Shackled City" isn't a save-the-world plot - save-the-city certainly, with a side-order of defeating a powerful BBEG, but not one intent (and able) on destroying or enslaving the world. "The Company of the Black Hand" was a WFRP (2nd Ed) campaign that was based on the "Black Company" novels, and that dealt with the well-being of a region. In that case, the PCs' victory actually made things [i]worse[/i] - the BBEG [i]was[/i] evil, but she was also a very strong ruler for a city in a precarious position; by removing her, the PCs left a power vacuum that destabilised the region. "The First Rebellion" was a Dark Times SWSE campaign that started with the PCs (and, in particular, the Jedi PC) fleeing a Star Destroyer as Order 66 was issued, and dealt mostly with survival. They did organise a fight-back, but it wasn't going to end well. (Though the campaign fizzled before we got into that - at the end, the PCs had just been betrayed by their main allies.) "Cavcari's Last Incantation" was a FR 3.5e campaign that was based on an underlying (non-canonical) 'truth' that "everything that has a beginning must have an end" - including the deities. Thus, the PCs were going to have a choice - do they remove that limitation, or not? (That campaign died quickly; I may recycle much of it for my current group.) "Tracks of Lightning" was a 3.5e Eberron campaign set in the Mournland, and dealing with efforts to reconnect the Lightning Rail. The BBEG was the Lord of Blades, though due to a contraction of the timeline he was merely headed off rather than destroyed. Still, a regional problem. "The Eberron Code" (again, 3.5e) was a 3 year campaign that did reach high levels. This one was ultimately about the demon bound within the Silver Flame, and left the PCs a choice: do they extinguish the Flame, leave it as-is, or attempt to bind the demon more tightly and thus 'cleanse' the Flame. Regardless of their choice, the world would be [i]changed[/i] by their actions, but it wasn't being [i]saved[/i]. "Imperial Fist" was another Dark Times SWSE campaign, in which the PCs were cast as Imperial agents charged with hunting down and eliminating Jedi terrorists. This was a regional, not universal, issue. And I think that's all the campaigns I've run in the last decade (false starts excluded). Guess I'm due for a "save the world"! :) [/QUOTE]
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