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Experiencing the fiction in RPG play
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<blockquote data-quote="S'mon" data-source="post: 7820730" data-attributes="member: 463"><p>I really like running multiple campaigns at once, both to suit different player desires and for me to experience/enjoy the different approaches.</p><p></p><p>Eg my <a href="https://simonsprimevalthule.blogspot.com/" target="_blank">Primeval Thule game </a>is a sandbox where re #1 the PCs can reject an adventure hook if they really want, and often create their own adventures by their action - ie I create an adventure only in response to player character action. The social contract re #2 is that major adventures are done by the group of PCs whose players are at table, but each PC also does individual PC-centric stuff on their own time, normally in between those adventures.</p><p></p><p>Conversely, my <a href="https://frredhandofdoom.blogspot.com/" target="_blank">Red Hand of Doom</a> game has the premise that the PCs are the Heroes of Elsir Vale fighting the Red Hand, and #1 and #2 are fully in effect. My <a href="http://frloudwater.blogspot.com/" target="_blank">Princes of the Apocalypse</a> campaign is set in a somewhat sandboxy setup with an overarching threat (what Doug Niles called a Matrix Campaign in the 1e DSG), it could be run as a mix of the two styles, but in practice the player group is fairly passive and needs direction (partly because we play 1/month), so it runs close to RHoD in effect.</p><p></p><p>BTW all three of these were created by RPG genius Rich Baker! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="S'mon, post: 7820730, member: 463"] I really like running multiple campaigns at once, both to suit different player desires and for me to experience/enjoy the different approaches. Eg my [URL='https://simonsprimevalthule.blogspot.com/']Primeval Thule game [/URL]is a sandbox where re #1 the PCs can reject an adventure hook if they really want, and often create their own adventures by their action - ie I create an adventure only in response to player character action. The social contract re #2 is that major adventures are done by the group of PCs whose players are at table, but each PC also does individual PC-centric stuff on their own time, normally in between those adventures. Conversely, my [URL='https://frredhandofdoom.blogspot.com/']Red Hand of Doom[/URL] game has the premise that the PCs are the Heroes of Elsir Vale fighting the Red Hand, and #1 and #2 are fully in effect. My [URL='http://frloudwater.blogspot.com/']Princes of the Apocalypse[/URL] campaign is set in a somewhat sandboxy setup with an overarching threat (what Doug Niles called a Matrix Campaign in the 1e DSG), it could be run as a mix of the two styles, but in practice the player group is fairly passive and needs direction (partly because we play 1/month), so it runs close to RHoD in effect. BTW all three of these were created by RPG genius Rich Baker! :) [/QUOTE]
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