TwoSix
Bad DM
This. I would have trouble dividing up any of my games into discrete adventures, at best I might be able to divide them into general arcs."Adventure" I'd more of a publishing category: the campaign is what happens at the table.
This. I would have trouble dividing up any of my games into discrete adventures, at best I might be able to divide them into general arcs."Adventure" I'd more of a publishing category: the campaign is what happens at the table.
That passage really is pretty vague, and includes both understandings being discussed here. For me, any game that lasts more than one meeting is a campaign.I just brought it up because I think it is best to have a common understanding of these types of terms to avoid confusion (as minor as it might be). To reference the PHB:
View attachment 149613
IMO an adventure can stand by itself. A campaign requires multiple adventures. How big an adventure is or a campaign is largely subjective, of course.
For some, adventures might be the chapters and the book the campaign, for others the adventures might be the books and a series creates a campaign.
Do your PCs never take any downtime or R&R breaks between missions? If they do, there's your division points.This. I would have trouble dividing up any of my games into discrete adventures, at best I might be able to divide them into general arcs.
Not really, honestly. My last game, which was about two dozen sessions, only covered about 2 weeks of in-game time.Do your PCs never take any downtime or R&R breaks between missions? If they do, there's your division points.
This is one reason I really like training rules: forcing characters to train up for newl levels also forces parties into downtime, which has the nice side effect of their being able to - if they want - interact with more non-adventuring aspects of the setting and broaden their scope a bit.Not really, honestly. My last game, which was about two dozen sessions, only covered about 2 weeks of in-game time.
Part of the problem is that we don't really have a good single word for "rich" systems as opposed to merely overwrought ones.Complexity isn’t what I’m looking for, it’s options. While option-rich systems can be complex, it doesn’t necessarily have to be.
I'm not sure how this can be possible.Complexity isn’t what I’m looking for, it’s options. While option-rich systems can be complex, it doesn’t necessarily have to be.
A good illustration would be 5e backgrounds and subclasses vs 2e kits.I'm not sure how this can be possible.
CharGen is, within reason (I'd argue the number of feats in 3.X and 4e are not within reason) not somewhere slowdown is a problem because you have all the time in the world at chargen. By contrast complexity and difficulties in play (like having to remember which subsystem to use) are meaningful issues because if one person is slowed so is everyone as they have to wait and it's being done at the table.Every new option is in itself an increase in complexity to the system as a whole. Further, as every decision point is a potential slowdown to the char-gen process, adding more decision points (or more options per decision) can only serve to bog that process down.