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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*TTRPGs General
Episodic play / beginning sessions In Media Res
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<blockquote data-quote="shilsen" data-source="post: 2854335" data-attributes="member: 198"><p>A campaign of your description sounds fairly episodic anyway, so starting sessions <em>in media res</em> sounds like a very good idea. It wouldn't be an option for my two campaigns (both of which began <em>in media res</em>, incdentally), because of two primary reasons. </p><p></p><p>One is that it's a heavily character-driven game, so the PCs are free to head in just about any direction and can accept/refuse any job or create jobs of their own. Which means I can't assume that they'll actually (to use your example) go looking for the blood diamonds now or ever. The other reason is that at any given point there are a large number of intersecting threads, such as the results of their (usually ongoing) interactions with other NPCs, aspects of their backgrounds, local/national/global events, possible plots that they know exist and that are emerging, etc. So handwaving away large chunks of in-game time means losing much of what makes the campaign meaningful and enjoyable. I do skip over things when possible, but the game doesn't really have much in the way of what you're describing as a preamble to the good stuff. There really is very little "in between", so to speak. </p><p></p><p>All of that being said, in a game where the good stuff is the action, I can see your approach working very well. In a game where there's less of such a clear-cut distinction between the the filler and the meat of the game, not so much.</p></blockquote><p></p>
[QUOTE="shilsen, post: 2854335, member: 198"] A campaign of your description sounds fairly episodic anyway, so starting sessions [I]in media res[/I] sounds like a very good idea. It wouldn't be an option for my two campaigns (both of which began [I]in media res[/I], incdentally), because of two primary reasons. One is that it's a heavily character-driven game, so the PCs are free to head in just about any direction and can accept/refuse any job or create jobs of their own. Which means I can't assume that they'll actually (to use your example) go looking for the blood diamonds now or ever. The other reason is that at any given point there are a large number of intersecting threads, such as the results of their (usually ongoing) interactions with other NPCs, aspects of their backgrounds, local/national/global events, possible plots that they know exist and that are emerging, etc. So handwaving away large chunks of in-game time means losing much of what makes the campaign meaningful and enjoyable. I do skip over things when possible, but the game doesn't really have much in the way of what you're describing as a preamble to the good stuff. There really is very little "in between", so to speak. All of that being said, in a game where the good stuff is the action, I can see your approach working very well. In a game where there's less of such a clear-cut distinction between the the filler and the meat of the game, not so much. [/QUOTE]
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