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<blockquote data-quote="Ariosto" data-source="post: 4860331" data-attributes="member: 80487"><p>The characterization of the "site-based freeform" campaign as exploration of "a <strong>generally static</strong> sandbox" is bizarre to me. Such campaigns have always been quite dynamic situations in my experience, and as described in the classic works starting with <em>The Underworld and Wilderness Adventures</em> (and going well beyond D&D).</p><p></p><p>There's a difference between ongoing events in the world and a "plot line" for players to follow. </p><p></p><p>A "narrow" start is pretty common, and in my opinion a good way to get things going.</p><p></p><p>The notion that "any decent campaign has to have an end" is foreign to me. The term "campaign", in an RPG context, has always been used in my experience to refer to an open-ended continuity of play in a given "game world". That it should <strong>not</strong> end is rather more the ideal with which I am acquainted! Characters, and even players, may come and go, but the game goes on.</p><p></p><p>That the ideal is seldom realized, campaigns commonly going at least into long hiatus, makes the idea of some sort of "endgame" interesting. Most of the time, I don't think folks really <strong>want</strong> to end the game! There are probably different temperaments in terms of whether it's more satisfying to leave off with loose ends tied up or with plenty to look forward to whenever the game resumes.</p><p></p><p>Considering what makes sense should generally be a good guide to what to expect in one place or another, but a fantastical world can abound in surprises even more than our real one. Demons, magicians, shape-shifters and spirits malevolent or benign may be afoot for reasons mysterious without extraordinary investigation. Considerations both realistic and for the sake of the game should allow all but the foolhardy or exceptionally unlucky opportunity to gauge danger and avoid untimely ends (more so as characters attain higher levels).</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4860331, member: 80487"] The characterization of the "site-based freeform" campaign as exploration of "a [b]generally static[/b] sandbox" is bizarre to me. Such campaigns have always been quite dynamic situations in my experience, and as described in the classic works starting with [i]The Underworld and Wilderness Adventures[/i] (and going well beyond D&D). There's a difference between ongoing events in the world and a "plot line" for players to follow. A "narrow" start is pretty common, and in my opinion a good way to get things going. The notion that "any decent campaign has to have an end" is foreign to me. The term "campaign", in an RPG context, has always been used in my experience to refer to an open-ended continuity of play in a given "game world". That it should [b]not[/b] end is rather more the ideal with which I am acquainted! Characters, and even players, may come and go, but the game goes on. That the ideal is seldom realized, campaigns commonly going at least into long hiatus, makes the idea of some sort of "endgame" interesting. Most of the time, I don't think folks really [b]want[/b] to end the game! There are probably different temperaments in terms of whether it's more satisfying to leave off with loose ends tied up or with plenty to look forward to whenever the game resumes. Considering what makes sense should generally be a good guide to what to expect in one place or another, but a fantastical world can abound in surprises even more than our real one. Demons, magicians, shape-shifters and spirits malevolent or benign may be afoot for reasons mysterious without extraordinary investigation. Considerations both realistic and for the sake of the game should allow all but the foolhardy or exceptionally unlucky opportunity to gauge danger and avoid untimely ends (more so as characters attain higher levels). [/QUOTE]
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