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How to Write a 3-year-long role-playing game campaign
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<blockquote data-quote="Riastlin" data-source="post: 5605685" data-attributes="member: 94022"><p>Thanks for the link. No offense to RangerWickett but I generally don't have time to read too many blogs, so I had never visited his before.</p><p></p><p>Personally, from what he says in the blog, I think Zeitgeist is going to have the potential for pure awesome. I say potential primarily because its ultimately up to the DM and players to make it awesome -- no matter how good the actual adventures are.</p><p></p><p>What I like about what I'm seeing so far is that not only will player choices and decisions matter, but their "choices" won't necessarily be obvious. With "antagonists" as opposed to true villains being arrayed against them, it creates the potential to forge alliances and break those alliances etc. Personally, I love games wherein the players don't have just one "obvious" choice, or where it isn't simply a "Do we go the good or evil route?" When either of say three different choices can be equally justified without pigeonholing the characters as good or evil per se, I think you really create an interesting experience, and better yet, one that will likely be that much more different for every group that plays through it.</p><p></p><p>As a counter example, take the Scales of War adventure path. Personally, I think that the path does a pretty good job once you get to the late heroic tier (though some of the early adventures are a mess). I haven't read through the epic tier adventures yet, but I do really like the paragon tier in that path. The problem with it though is that it should be fairly obvious what the players will do by and large. Sure, they might come up with some surprising tactics, or go a little bit out of order, but it is likely pretty clear whose "side" they will end up on. That can still make for a fun game, don't get me wrong, but I think it also leaves a lot of potential excitement on the cutting room floor so to speak.</p><p></p><p>So in sum, I'm pretty excited by Zeitgeist. It definitely sounds as though it will be the type of campaign that can lead to very different experiences for different groups -- and that's no easy feat.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5605685, member: 94022"] Thanks for the link. No offense to RangerWickett but I generally don't have time to read too many blogs, so I had never visited his before. Personally, from what he says in the blog, I think Zeitgeist is going to have the potential for pure awesome. I say potential primarily because its ultimately up to the DM and players to make it awesome -- no matter how good the actual adventures are. What I like about what I'm seeing so far is that not only will player choices and decisions matter, but their "choices" won't necessarily be obvious. With "antagonists" as opposed to true villains being arrayed against them, it creates the potential to forge alliances and break those alliances etc. Personally, I love games wherein the players don't have just one "obvious" choice, or where it isn't simply a "Do we go the good or evil route?" When either of say three different choices can be equally justified without pigeonholing the characters as good or evil per se, I think you really create an interesting experience, and better yet, one that will likely be that much more different for every group that plays through it. As a counter example, take the Scales of War adventure path. Personally, I think that the path does a pretty good job once you get to the late heroic tier (though some of the early adventures are a mess). I haven't read through the epic tier adventures yet, but I do really like the paragon tier in that path. The problem with it though is that it should be fairly obvious what the players will do by and large. Sure, they might come up with some surprising tactics, or go a little bit out of order, but it is likely pretty clear whose "side" they will end up on. That can still make for a fun game, don't get me wrong, but I think it also leaves a lot of potential excitement on the cutting room floor so to speak. So in sum, I'm pretty excited by Zeitgeist. It definitely sounds as though it will be the type of campaign that can lead to very different experiences for different groups -- and that's no easy feat. [/QUOTE]
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