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<blockquote data-quote="Umbran" data-source="post: 8435515" data-attributes="member: 177"><p>You have the issue, though, that the dynamic of leveling up is <em>really attractive</em> to people. When you level up, you get new toys, and that's a drive to play.</p><p></p><p>We should remember that what we think of as a "campaign" these days differs from how some thought of it back in the day. Today, a campaign is often pretty character-centric - it is the exploits of one particular group, plus or minus as some characters die, some players come and go, and such.</p><p></p><p>But, back in the day a campaign was, in essence, everything one GM ran, and it had a life of its own. Players were apt to have a troupe of several characters each they could call on to play. In this form, you could play that module, because you had lower level characters to play it with.</p><p></p><p></p><p></p><p>Again, back when the game had those limits, that character that topped out probably wasn't your only one - or when it did top out, you brought in a new character that wasn't capped. </p><p></p><p></p><p></p><p>We have the problem that we act like we are in a debate, but we aren't - debates have rules, scoring, a framework of interchanges with time limitations, and <em>an end</em>. We lack those things. We are in an open-ended discussion, but acting like we are trying to win a debate. It often isn't a great combination.</p></blockquote><p></p>
[QUOTE="Umbran, post: 8435515, member: 177"] You have the issue, though, that the dynamic of leveling up is [I]really attractive[/I] to people. When you level up, you get new toys, and that's a drive to play. We should remember that what we think of as a "campaign" these days differs from how some thought of it back in the day. Today, a campaign is often pretty character-centric - it is the exploits of one particular group, plus or minus as some characters die, some players come and go, and such. But, back in the day a campaign was, in essence, everything one GM ran, and it had a life of its own. Players were apt to have a troupe of several characters each they could call on to play. In this form, you could play that module, because you had lower level characters to play it with. Again, back when the game had those limits, that character that topped out probably wasn't your only one - or when it did top out, you brought in a new character that wasn't capped. We have the problem that we act like we are in a debate, but we aren't - debates have rules, scoring, a framework of interchanges with time limitations, and [I]an end[/I]. We lack those things. We are in an open-ended discussion, but acting like we are trying to win a debate. It often isn't a great combination. [/QUOTE]
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