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<blockquote data-quote="AmerginLiath" data-source="post: 9431754" data-attributes="member: 777"><p>A “Gen X” D&D would just be the style of the game in its initial years. We joke about kids in our era wandering out on our bikes until all hours — either being home for dinner or establishing whose home we’d be at for dinner, but that also matches a style of campaign design from around 1974-1984. Think of the era of classic megadungeons and hexcrawls, going out from town to clear a level for treasure and coming back without a grand design to save the world (consider Keep on the Borderlands or Village of Homlett/ToEE as premade examples, although we hear of the old Castle Greyhawk dungeon campaigns from the start of the game). There would usually be open tables but definitely an open story.</p><p></p><p>As the hobby developed and childhoods grew more curated, we moved on to adventure paths and long campaign arcs designed around set groups of characters like the set sports team that children were being ferried around as part of. Not any sort of judgement on the campaign styles (I’ve enjoyed playing in all sorts), but clearly a progression that pairs up with other trends.</p><p></p><p>Designing a game for a Gen X style would mean opening up the storyline and world foremost, building a hexcrawl and leaning on random encounters and dungeon encounter generators instead of necessarily having a plot target. In essence, it’s the old Man vs. World/Nature story instead of Man vs. Man. In the modern game, maybe you build it around a thieves guild or something, or tailor a metastory of clearing a frontier since assumptions now presume longer-term use of the same characters growing in the game?</p></blockquote><p></p>
[QUOTE="AmerginLiath, post: 9431754, member: 777"] A “Gen X” D&D would just be the style of the game in its initial years. We joke about kids in our era wandering out on our bikes until all hours — either being home for dinner or establishing whose home we’d be at for dinner, but that also matches a style of campaign design from around 1974-1984. Think of the era of classic megadungeons and hexcrawls, going out from town to clear a level for treasure and coming back without a grand design to save the world (consider Keep on the Borderlands or Village of Homlett/ToEE as premade examples, although we hear of the old Castle Greyhawk dungeon campaigns from the start of the game). There would usually be open tables but definitely an open story. As the hobby developed and childhoods grew more curated, we moved on to adventure paths and long campaign arcs designed around set groups of characters like the set sports team that children were being ferried around as part of. Not any sort of judgement on the campaign styles (I’ve enjoyed playing in all sorts), but clearly a progression that pairs up with other trends. Designing a game for a Gen X style would mean opening up the storyline and world foremost, building a hexcrawl and leaning on random encounters and dungeon encounter generators instead of necessarily having a plot target. In essence, it’s the old Man vs. World/Nature story instead of Man vs. Man. In the modern game, maybe you build it around a thieves guild or something, or tailor a metastory of clearing a frontier since assumptions now presume longer-term use of the same characters growing in the game? [/QUOTE]
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