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General Tabletop Discussion
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How different PC motivations support sandbox and campaign play
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<blockquote data-quote="Lanefan" data-source="post: 7427470" data-attributes="member: 29398"><p>Partly. See below.</p><p></p><p>While I don't think a game has to be quite as broad-based as you paint here in order to be called a campaign, I agree that a campaign should probably be defined as something bigger than a single party with all (or nearly all) the same characters all the way through.</p><p></p><p>By this I mean that a game consisting of a single party that sees considerable character turnover during its existence more or less qualifies as a campaign; while a game with multiple parties running concurrently in game-world time is certainly a campaign. And, as you note, a game with multiple parties running at different times is also a campaign, but in my view could also be defined as several maybe-connected campaigns.</p><p></p><p>Put another way, I think you can say that a campaign involves the adventures of many* different characters and stop there, leaving out the bit about many different parties.</p><p></p><p>Each character is going to bring its own motivations with it as it comes in, and those motivations - whether acted on or not in the meantime - are going to leave with it when it dies or retires or splits off.</p><p></p><p>The party - always a bigger and more important entity than the sum of its current membership in any case - will go on regardless, doing what it does as motivated by the collective motivations of its in-game members and, sometimes, by its at-the-table players.</p><p></p><p>* - defined here as considerably more than the number of players at the table; and note that any significant <strong>player</strong> turnover in a continuing game pushes it further toward "campaign" status by default.</p><p></p><p>Lan-"running or playing in a never-changing party gets boring anyway - turnover is good"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7427470, member: 29398"] Partly. See below. While I don't think a game has to be quite as broad-based as you paint here in order to be called a campaign, I agree that a campaign should probably be defined as something bigger than a single party with all (or nearly all) the same characters all the way through. By this I mean that a game consisting of a single party that sees considerable character turnover during its existence more or less qualifies as a campaign; while a game with multiple parties running concurrently in game-world time is certainly a campaign. And, as you note, a game with multiple parties running at different times is also a campaign, but in my view could also be defined as several maybe-connected campaigns. Put another way, I think you can say that a campaign involves the adventures of many* different characters and stop there, leaving out the bit about many different parties. Each character is going to bring its own motivations with it as it comes in, and those motivations - whether acted on or not in the meantime - are going to leave with it when it dies or retires or splits off. The party - always a bigger and more important entity than the sum of its current membership in any case - will go on regardless, doing what it does as motivated by the collective motivations of its in-game members and, sometimes, by its at-the-table players. * - defined here as considerably more than the number of players at the table; and note that any significant [B]player[/B] turnover in a continuing game pushes it further toward "campaign" status by default. Lan-"running or playing in a never-changing party gets boring anyway - turnover is good"-efan [/QUOTE]
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