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How different PC motivations support sandbox and campaign play
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<blockquote data-quote="Ilbranteloth" data-source="post: 7425059" data-attributes="member: 6778044"><p>Actually, we deliberately slow level advancement because of the exact opposite. We prefer the campaign to focus on the growth of the characters, that is, the people. The game, however, has continued to be centered more and more about gaining levels and new and better abilities. Like TV dramas, we want the focus to be on the characters themselves, and not necessarily their abilities or achievements. Survival is often the ultimate achievement.</p><p></p><p>We want to focus on the narrative and the character’s place in the world and their stories. When their goals generally require a stretch in their abilities, resources, and creative planning to overcome significant odds, then the focus shifts to more complex characterizations kind of naturally. </p><p></p><p>The adventures themselves tend grow more complex, and have a greater meaning to the characters and the world as they grow. And they do still gain levels, but they aren’t typically the core of adventures. </p><p></p><p>For example, if defeating a problematic dragon requires a magic item that requires other adventures to locate, then specific adventures to gain other things to eventually get the desired item, then the campaign is much more interesting than “we just need to get to 10th level so we have access to these abilities.” The adventures leading up to the dragon could be anything. </p><p></p><p>Instead, the adventures leading up to it can involve city, dungeon, political, criminal, and any other type of adventure you’d like. There may be many potential options, and there should be more than one way to slay the dragon. The players/characters should be developing their plan. </p><p></p><p>Another technique is to mix simple adventuring (like a regular episode of a TV drama) with things that directly relate to specific character’s motivations and story, and others that relate to the group motivations and story. </p><p></p><p>I highly recommend that players have multiple characters so the story can flow with characters coming and going (or dying) without the campaign ending. Also, let the players decide what direction they choose. Motivations of people change over time, the same should be allowed for characters. With a campaign with one character per player, and a relatively linear goal like most of the published APs, the struggle often comes in trying to keep the characters moving in the “right” direction, instead of allowing them to choose what’s important.</p><p></p><p>And make sure there are consequences to whatever decision they make. Even one as simple as deciding to go treasure hunting has an impact on friends and family for example.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7425059, member: 6778044"] Actually, we deliberately slow level advancement because of the exact opposite. We prefer the campaign to focus on the growth of the characters, that is, the people. The game, however, has continued to be centered more and more about gaining levels and new and better abilities. Like TV dramas, we want the focus to be on the characters themselves, and not necessarily their abilities or achievements. Survival is often the ultimate achievement. We want to focus on the narrative and the character’s place in the world and their stories. When their goals generally require a stretch in their abilities, resources, and creative planning to overcome significant odds, then the focus shifts to more complex characterizations kind of naturally. The adventures themselves tend grow more complex, and have a greater meaning to the characters and the world as they grow. And they do still gain levels, but they aren’t typically the core of adventures. For example, if defeating a problematic dragon requires a magic item that requires other adventures to locate, then specific adventures to gain other things to eventually get the desired item, then the campaign is much more interesting than “we just need to get to 10th level so we have access to these abilities.” The adventures leading up to the dragon could be anything. Instead, the adventures leading up to it can involve city, dungeon, political, criminal, and any other type of adventure you’d like. There may be many potential options, and there should be more than one way to slay the dragon. The players/characters should be developing their plan. Another technique is to mix simple adventuring (like a regular episode of a TV drama) with things that directly relate to specific character’s motivations and story, and others that relate to the group motivations and story. I highly recommend that players have multiple characters so the story can flow with characters coming and going (or dying) without the campaign ending. Also, let the players decide what direction they choose. Motivations of people change over time, the same should be allowed for characters. With a campaign with one character per player, and a relatively linear goal like most of the published APs, the struggle often comes in trying to keep the characters moving in the “right” direction, instead of allowing them to choose what’s important. And make sure there are consequences to whatever decision they make. Even one as simple as deciding to go treasure hunting has an impact on friends and family for example. [/QUOTE]
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