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How different PC motivations support sandbox and campaign play
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<blockquote data-quote="Ilbranteloth" data-source="post: 7427980" data-attributes="member: 6778044"><p>Yeah, it doesn't have to be that big.</p><p></p><p>I think that for me it has to do with being bigger than a single group (even one with different characters or even players), but also has to do with multiple stories that form part of the greater whole. That there are multiple characters (possibly players), and multiple story arcs that are tied together by a common setting. So one group that goes on a series of unrelated adventures and following different story arcs in the same setting would be. So would several groups of PCs that are involved in different stories within the same setting. </p><p></p><p>I don't really see the APs as a campaign by themselves, because they are basically telling one primary story arc, usually with largely the same characters. But they could easily be expanded into what I'd consider a campaign.</p><p></p><p>In AD&D days, prior to the AP, it wouldn't be uncommon for a different group of characters to work through <em>Against the Giants</em> and <em>Descent into the Depths of the Earth</em>. They might be related, they might not. <em>Lord of the Rings</em> is a good example. The fellowship is only together for part of the journey, and then it splits up to several different stories, all interrelated. One might call that an AP, and maybe leaning toward a campaign. But throw in the adventures of Bilbo Baggins, it definitely feels more like a campaign. I think the intention of the group of approaching it as a bigger whole is what actually defines it as being a campaign once you've got multiple characters and multiple story arcs.</p><p></p><p>In the end, an exact definition of a campaign is less important than the idea that multiple characters/players can be part of the greater story. So in relation to the OP, if a character achieves their goals and doesn't want to keep adventuring, then they don't. Bring in new PCs. I guess a campaign approach lets you have more freedom as a player to really role-play the character. Instead of the idea that your character has to follow the DM's lead, and "force" a motivation or reason to be there, you let the character be the character. That might mean that a particular story arc is never "completed" because none of the onscreen actors (PCs) choose to follow that story any longer. Or it might be completed by somebody else.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7427980, member: 6778044"] Yeah, it doesn't have to be that big. I think that for me it has to do with being bigger than a single group (even one with different characters or even players), but also has to do with multiple stories that form part of the greater whole. That there are multiple characters (possibly players), and multiple story arcs that are tied together by a common setting. So one group that goes on a series of unrelated adventures and following different story arcs in the same setting would be. So would several groups of PCs that are involved in different stories within the same setting. I don't really see the APs as a campaign by themselves, because they are basically telling one primary story arc, usually with largely the same characters. But they could easily be expanded into what I'd consider a campaign. In AD&D days, prior to the AP, it wouldn't be uncommon for a different group of characters to work through [I]Against the Giants[/I] and [I]Descent into the Depths of the Earth[/I]. They might be related, they might not. [I]Lord of the Rings[/I] is a good example. The fellowship is only together for part of the journey, and then it splits up to several different stories, all interrelated. One might call that an AP, and maybe leaning toward a campaign. But throw in the adventures of Bilbo Baggins, it definitely feels more like a campaign. I think the intention of the group of approaching it as a bigger whole is what actually defines it as being a campaign once you've got multiple characters and multiple story arcs. In the end, an exact definition of a campaign is less important than the idea that multiple characters/players can be part of the greater story. So in relation to the OP, if a character achieves their goals and doesn't want to keep adventuring, then they don't. Bring in new PCs. I guess a campaign approach lets you have more freedom as a player to really role-play the character. Instead of the idea that your character has to follow the DM's lead, and "force" a motivation or reason to be there, you let the character be the character. That might mean that a particular story arc is never "completed" because none of the onscreen actors (PCs) choose to follow that story any longer. Or it might be completed by somebody else. [/QUOTE]
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