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Eve of Mirkwood [Full]
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<blockquote data-quote="Dlsharrock" data-source="post: 4167102" data-attributes="member: 55833"><p>Quite. My only concern is that with the logging camp as the unbreakable focus of the game, the group are less likely to quest around at all and the game becomes more akin to a sim, or a soap opera based within the logging camp with duty-based embarkations taking place within reach of the starting location and end-of-scenarios always returning to the camp, rather than the camp being a launching point. It could be argued you could range further afield on certain logging duties, but given the scope of the setting, it seems a bit of a waste. The logic, of course, is sound, and in a regular D&D game I'd consider it a firm basis for a game (albeit a somewhat sedentary one) - but I think in this case freedom to adventure and explore anywhere within what is, let's face it, a really really cool campaign setting are sacrificed for the sake of what seems to be an evolving mini-setting in its own right.</p><p></p><p>My preference originally was for a starting point with logic enough to bring a group of PCs together that their players could then either explore the rich setting and undertake adventures in the conventional sense, or get involved in the weightier issues of the period (ie, the Witch King of Angmar, the necromancer of Mirkwood, etc) and that would be their choice. Choice here is removed by tying the group to one specific location- if that's what Fred_Binder had in mind at least. I'm sure the point is debatable <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="Dlsharrock, post: 4167102, member: 55833"] Quite. My only concern is that with the logging camp as the unbreakable focus of the game, the group are less likely to quest around at all and the game becomes more akin to a sim, or a soap opera based within the logging camp with duty-based embarkations taking place within reach of the starting location and end-of-scenarios always returning to the camp, rather than the camp being a launching point. It could be argued you could range further afield on certain logging duties, but given the scope of the setting, it seems a bit of a waste. The logic, of course, is sound, and in a regular D&D game I'd consider it a firm basis for a game (albeit a somewhat sedentary one) - but I think in this case freedom to adventure and explore anywhere within what is, let's face it, a really really cool campaign setting are sacrificed for the sake of what seems to be an evolving mini-setting in its own right. My preference originally was for a starting point with logic enough to bring a group of PCs together that their players could then either explore the rich setting and undertake adventures in the conventional sense, or get involved in the weightier issues of the period (ie, the Witch King of Angmar, the necromancer of Mirkwood, etc) and that would be their choice. Choice here is removed by tying the group to one specific location- if that's what Fred_Binder had in mind at least. I'm sure the point is debatable :) [/QUOTE]
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