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<blockquote data-quote="stonegod" data-source="post: 4872356" data-attributes="member: 36973"><p><strong><span style="font-size: 12px"><span style="color: red">WARNING! WARNING! WARNING!</span></span></strong></p><p></p><p>Nothing against Don, but a super-adventure is a very dicey and tricky thing to do in a Living campaign. The last (and only) super-addy every tried in a Living World practically killed Living ENWorld 3.5. </p><p></p><p>Super-addys are difficult to pull off in a living world for several reasons:</p><p>- Coordination is *very* difficult. Different posting speeds between games makes this near impossible.</p><p>- Its very fragile. One addy dies, the rest become weaker. This is especially true if one DM is running multiple of them. In the doomed mega-adventure in LEW, one DM had 3-4 games and when they disappeared (stranding 16-20 players), that was *bad*.</p><p>- It ties up most of your PC population all at once. One nice thing about non-synched games is that they start/end at their own rate. If you can solve problems 1 and 2, you still have a very empty Tavern while a large portion of your player base is tied into the same super-adventure.</p><p></p><p>I understand the appeal of a mega-adventure, but having seen one blow up spectacularly (I am not over-exaggerating the damage it did to LEW), I'd be very cautious about trying one again. Nothing kills the momentum of a group like a massive potential blow-up.</p><p></p><p>[Ph8008, Boddynock, and a few other from LEW can also comment on the doomed Mega-Adventure]</p></blockquote><p></p>
[QUOTE="stonegod, post: 4872356, member: 36973"] [b][size=3][color=red]WARNING! WARNING! WARNING![/color][/size][/b] Nothing against Don, but a super-adventure is a very dicey and tricky thing to do in a Living campaign. The last (and only) super-addy every tried in a Living World practically killed Living ENWorld 3.5. Super-addys are difficult to pull off in a living world for several reasons: - Coordination is *very* difficult. Different posting speeds between games makes this near impossible. - Its very fragile. One addy dies, the rest become weaker. This is especially true if one DM is running multiple of them. In the doomed mega-adventure in LEW, one DM had 3-4 games and when they disappeared (stranding 16-20 players), that was *bad*. - It ties up most of your PC population all at once. One nice thing about non-synched games is that they start/end at their own rate. If you can solve problems 1 and 2, you still have a very empty Tavern while a large portion of your player base is tied into the same super-adventure. I understand the appeal of a mega-adventure, but having seen one blow up spectacularly (I am not over-exaggerating the damage it did to LEW), I'd be very cautious about trying one again. Nothing kills the momentum of a group like a massive potential blow-up. [Ph8008, Boddynock, and a few other from LEW can also comment on the doomed Mega-Adventure] [/QUOTE]
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