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games collapsing - is this normal or am I unlucky?
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<blockquote data-quote="Creamsteak" data-source="post: 7052915" data-attributes="member: 552"><p>It's the same deal on Roll 20. Honestly it's often the same deal if you ever do pick up games at a local game store. Just be honest with yourself about what your goals are and what your commitment level is. There's nothing wrong with running a one-shot or saying up-front you're not sure how much you're going to put into this game. I mean, sure you can "gamble" on hitting the lottery of a good game with the diversified approach, but just make sure you're actually enjoying that.</p><p></p><p>Many years ago when I started college I had one of those "ideas" and came up with Living EN World as a sort of "fix" to the problem in some ways. The idea was that by having some standard character rules and a general governing standard we could make characters portable so you could keep the adventure going after games died. It also lent itself to some concepts like "well these posters are not active any more, let's go back to the tavern after this fight and recruit some more active players and drop these guys off." Shorter adventures could be played, but also if you want to have a campaign broken up into separate threads you could. Building upon this idea and my distaste for my one experience with "Living Greyhawk" at the time I also wanted characters to "matter" to the world, like adventurers selling their no-longer needed equipment to lower level characters or even funding other adventure groups and such. Shared world campaigns also eventually took place with multiple groups.</p><p></p><p>I think it worked for some people for a time. I myself burned out at some point, and it lived on for years and years and had separate games follow up with Living Pathfinder and 4e and Eberron. Notably I think some of the design goals changed with these various groups, when living 4e was proposed I noticed that some of the things people really seemed to like about the original LEW were what I originally thought were more secondary concepts like player created content.</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 7052915, member: 552"] It's the same deal on Roll 20. Honestly it's often the same deal if you ever do pick up games at a local game store. Just be honest with yourself about what your goals are and what your commitment level is. There's nothing wrong with running a one-shot or saying up-front you're not sure how much you're going to put into this game. I mean, sure you can "gamble" on hitting the lottery of a good game with the diversified approach, but just make sure you're actually enjoying that. Many years ago when I started college I had one of those "ideas" and came up with Living EN World as a sort of "fix" to the problem in some ways. The idea was that by having some standard character rules and a general governing standard we could make characters portable so you could keep the adventure going after games died. It also lent itself to some concepts like "well these posters are not active any more, let's go back to the tavern after this fight and recruit some more active players and drop these guys off." Shorter adventures could be played, but also if you want to have a campaign broken up into separate threads you could. Building upon this idea and my distaste for my one experience with "Living Greyhawk" at the time I also wanted characters to "matter" to the world, like adventurers selling their no-longer needed equipment to lower level characters or even funding other adventure groups and such. Shared world campaigns also eventually took place with multiple groups. I think it worked for some people for a time. I myself burned out at some point, and it lived on for years and years and had separate games follow up with Living Pathfinder and 4e and Eberron. Notably I think some of the design goals changed with these various groups, when living 4e was proposed I noticed that some of the things people really seemed to like about the original LEW were what I originally thought were more secondary concepts like player created content. [/QUOTE]
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