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I NEED HELP ON SOME CAMPAIGN PROBLEMS!!!
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<blockquote data-quote="Sword of Spirit" data-source="post: 7321261" data-attributes="member: 6677017"><p>Sounds like you are running a highly story-focused campaign. You want the party of characters to be the heroes with a predefined story that they play through, with none of them dying unless something goes badly wrong. Lots of players would be on board with that. It's a pretty popular style.</p><p></p><p>Sounds like you have players, on the other hand, who want a campaign more focused on exploring a consistent and believable fantasy world. They don't want to feel like the world revolves around their characters, but rather like it is place to explore where their success or failure is primarily based on the objectively obtained results that their actions and presence would have on an "uncaring" world.</p><p></p><p>If you're willing to try running a game like that, be grateful that you have players than are into it. In my opinion, it is one of the things that D&D is more able to support than any other RPG because of the vast amount of established D&D material that already exists to help you with that. It's a highly satisfying experience to which too few players this millennium have been adequately exposed in order to allow them make a meaningful assessment as to whether or not they like it.</p><p></p><p>However, if you have a strong campaign vision already (which it sounds like you do) that is premised on the first style, then you'll need to have a talk with the players about the style differences and what this campaign is about. Worst case scenario tell them that if they really aren't into it you'll put it on the back burner for now (maybe they'll be interested in the future, or maybe a different group will). Of course, there is no reason you should feel compelled to run a campaign you don't want to by the same token. If they aren't interested in playing in what you want to run, perhaps one of them would be interested in running something else, and you might be interested in playing it. The group needs to be playing something everyone involved appreciates, but that doesn't mean you have to compromise a strong creative vision to do so. There is more than one way to get everyone on the same page.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7321261, member: 6677017"] Sounds like you are running a highly story-focused campaign. You want the party of characters to be the heroes with a predefined story that they play through, with none of them dying unless something goes badly wrong. Lots of players would be on board with that. It's a pretty popular style. Sounds like you have players, on the other hand, who want a campaign more focused on exploring a consistent and believable fantasy world. They don't want to feel like the world revolves around their characters, but rather like it is place to explore where their success or failure is primarily based on the objectively obtained results that their actions and presence would have on an "uncaring" world. If you're willing to try running a game like that, be grateful that you have players than are into it. In my opinion, it is one of the things that D&D is more able to support than any other RPG because of the vast amount of established D&D material that already exists to help you with that. It's a highly satisfying experience to which too few players this millennium have been adequately exposed in order to allow them make a meaningful assessment as to whether or not they like it. However, if you have a strong campaign vision already (which it sounds like you do) that is premised on the first style, then you'll need to have a talk with the players about the style differences and what this campaign is about. Worst case scenario tell them that if they really aren't into it you'll put it on the back burner for now (maybe they'll be interested in the future, or maybe a different group will). Of course, there is no reason you should feel compelled to run a campaign you don't want to by the same token. If they aren't interested in playing in what you want to run, perhaps one of them would be interested in running something else, and you might be interested in playing it. The group needs to be playing something everyone involved appreciates, but that doesn't mean you have to compromise a strong creative vision to do so. There is more than one way to get everyone on the same page. [/QUOTE]
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