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General Tabletop Discussion
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Elements of a realistic campaign
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<blockquote data-quote="Rabelais" data-source="post: 3788333" data-attributes="member: 2969"><p>Personally, when I say "I want to run a realistic campaign." What I really mean is "I want your actions to have consequences". By that I mean that the actions the players take mean something later on in the campaign. While additionally, the players are asked to take actions that WILL have an effect on the game. If the players have to kill the Evil Sheriff, and free the peasants from opression, some good things will happen, some bad things. </p><p></p><p> The players should be forced to make decisions that potentially WILL have an effect on the campaign world. Serial based adventuring, where the actions you take today will fundamentally change the actions you have available to you tomorrow seems more realistic to me. Episodic adventures where you solve today's problem, but wake up tomorrow with the kind of options you had yesterday seems less realistic to me, but may acutally give the players a sense of security in the campaign world that is more attractive to a more casual style game.</p><p></p><p> The first examples that popped into my head about what I mean are the differences between the modern Battlestar Gallactica and Star Trek: The Next Deep Space Voyager.</p><p></p><p> Modern BG has the characters take actions that have consequences. Main characters can die, become maimed, hate one another. While in ST:TNDSV, the characters move on to the next planet without sense of time or place changing. I love me some Star Trek, but it's fundamentally non-realistic in that way. It sure makes it easier on the casual viewer to walk into the middle of the season and pick up the thread of what's going on though.</p><p></p><p></p><p>Well, that's my 2cp anyway. I hope I've made a positive impact on the discussion.</p></blockquote><p></p>
[QUOTE="Rabelais, post: 3788333, member: 2969"] Personally, when I say "I want to run a realistic campaign." What I really mean is "I want your actions to have consequences". By that I mean that the actions the players take mean something later on in the campaign. While additionally, the players are asked to take actions that WILL have an effect on the game. If the players have to kill the Evil Sheriff, and free the peasants from opression, some good things will happen, some bad things. The players should be forced to make decisions that potentially WILL have an effect on the campaign world. Serial based adventuring, where the actions you take today will fundamentally change the actions you have available to you tomorrow seems more realistic to me. Episodic adventures where you solve today's problem, but wake up tomorrow with the kind of options you had yesterday seems less realistic to me, but may acutally give the players a sense of security in the campaign world that is more attractive to a more casual style game. The first examples that popped into my head about what I mean are the differences between the modern Battlestar Gallactica and Star Trek: The Next Deep Space Voyager. Modern BG has the characters take actions that have consequences. Main characters can die, become maimed, hate one another. While in ST:TNDSV, the characters move on to the next planet without sense of time or place changing. I love me some Star Trek, but it's fundamentally non-realistic in that way. It sure makes it easier on the casual viewer to walk into the middle of the season and pick up the thread of what's going on though. Well, that's my 2cp anyway. I hope I've made a positive impact on the discussion. [/QUOTE]
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