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Does 4e limit the scope of campaigns?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4681617" data-attributes="member: 5143"><p>Which is why my world design goes like this:</p><p>-No house rules</p><p>-The languages listed in the PHB are the only ones you can know. Others might exists, but you don't know them(and thus, I don't have to make them up until I need them)</p><p>-Your background can include almost anything, let me know what it is so I can work it into the world, should it ever become necessary. It likely won't, because my games revolve around the plot, you'll only see your home country if the plot has a reason to go there or you specifically decide to go there for personal, character reasons.</p><p></p><p>Then start the game with whatever plot hook I have designed to start the game.</p><p></p><p></p><p>Yeah, in my game there ARE other adventuring parties. But they almost always appear offscreen. They meet people who USED to be adventurers or will find a place looted because other adventurers got there first. They'll meet powerful people, but those people have no desire to adventure. And they'll hear about them rarely, not every barkeep is a former adventurer.</p><p></p><p>Pretty much everything points to "You are snowflakes, while that is extremely rare, you aren't the only ones. But right now, there are no other snowflakes to help."</p><p></p><p></p><p>Yeah, there's no way of predicting EXACTLY what they'll do, but you can heavily influence it.</p><p></p><p></p><p></p><p>This is the primary reason why I don't run sandbox games. Every time that I give the players too much freedom turns into a game that is absolutely no fun for me. It almost always becomes a form of narcissism for the players. They walk around town attempting to prove how much better they are than everyone else, beating up or killing anyone who challenges them until they are defeated. If I defeat them without killing them, they just take it as a challenge to do better next time. Until I kill them. Then they get bored of the game and quit.</p><p></p><p>Or it becomes simply about their personal endeavors that I care nothing about at all. They want to run a bar and discuss the weather with the patrons all day. They want to become mayor of the city and want to play out every single detail of their campaign. They want to walk around the city peeing on random passersby just to see what will happen to them. And when they get arrested or killed, they make up new characters with equally annoying traits and see what happens then.</p><p></p><p>And none of it is any fun for me at all. I'd rather not be playing at all than DMing a game of "run a tavern", "become the mayor", "bully the town", or "hit on women". If the game isn't about something important, something bigger than life, it loses all interest for me. My qualification for an adventure is pretty much "Could I see a Summer Blockbuster movie about this session? If not, then it doesn't belong in my game."</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4681617, member: 5143"] Which is why my world design goes like this: -No house rules -The languages listed in the PHB are the only ones you can know. Others might exists, but you don't know them(and thus, I don't have to make them up until I need them) -Your background can include almost anything, let me know what it is so I can work it into the world, should it ever become necessary. It likely won't, because my games revolve around the plot, you'll only see your home country if the plot has a reason to go there or you specifically decide to go there for personal, character reasons. Then start the game with whatever plot hook I have designed to start the game. Yeah, in my game there ARE other adventuring parties. But they almost always appear offscreen. They meet people who USED to be adventurers or will find a place looted because other adventurers got there first. They'll meet powerful people, but those people have no desire to adventure. And they'll hear about them rarely, not every barkeep is a former adventurer. Pretty much everything points to "You are snowflakes, while that is extremely rare, you aren't the only ones. But right now, there are no other snowflakes to help." Yeah, there's no way of predicting EXACTLY what they'll do, but you can heavily influence it. This is the primary reason why I don't run sandbox games. Every time that I give the players too much freedom turns into a game that is absolutely no fun for me. It almost always becomes a form of narcissism for the players. They walk around town attempting to prove how much better they are than everyone else, beating up or killing anyone who challenges them until they are defeated. If I defeat them without killing them, they just take it as a challenge to do better next time. Until I kill them. Then they get bored of the game and quit. Or it becomes simply about their personal endeavors that I care nothing about at all. They want to run a bar and discuss the weather with the patrons all day. They want to become mayor of the city and want to play out every single detail of their campaign. They want to walk around the city peeing on random passersby just to see what will happen to them. And when they get arrested or killed, they make up new characters with equally annoying traits and see what happens then. And none of it is any fun for me at all. I'd rather not be playing at all than DMing a game of "run a tavern", "become the mayor", "bully the town", or "hit on women". If the game isn't about something important, something bigger than life, it loses all interest for me. My qualification for an adventure is pretty much "Could I see a Summer Blockbuster movie about this session? If not, then it doesn't belong in my game." [/QUOTE]
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