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General Tabletop Discussion
*TTRPGs General
In Praise of Low-Level Campaigns
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<blockquote data-quote="comareddin" data-source="post: 2568852" data-attributes="member: 28529"><p>I am a fan of low level campaigns as well. After all, I believe that toppling an evil, huge empire of undead is possible with a band of 1-3 level adventurers. What you need is a silver-tongued bard who can make impressive speeches in the halls of kings. If you can unite smaller forces to create one massive foe, I would consider it a far greater accomplishment than hacking through the ranks of soldiers, reaching the end of the battle line, then beheading the evil general who is the evil wizard's cohort, carrying on to the tower to crush the said wizard. With a low level party you did not do most of the work, but you influenced the world enough so that the end result is the same. That is why I consider levels 6-10 the golden levels of adventuring. </p><p></p><p>As for people who nod through the story and try to do their best using mechanics to their advantage when it is combat time, well it is their style of play and if they are having fun with it I do not see anything wrong with it as this is a game and it is meant to have fun. </p><p></p><p>I did not really play hack'n'slash D&D much, or saw a lot of powerplay come into play. Sure there were powerful characters in our group mechanics-wise but that came into play now and then. Combat was never the central focus in the games I played in. In my twelve years of playing experience, in all the campaigns and one-shot games, I recall a Wish spell being cast only once. That special gift which was granted to us was used to alter the storyline, not for a +1 inherent to a stat.</p><p></p><p>Of course playing styles are different but in a hack'n'slash D&D game, some things I emotionally felt could never have occured to me. All the accomplishments, all the losses mean a lot more when you can really integrate your character, the whole group of characters into the story. That feeling of accomplishment, the feeling of bitter joy after defeating the enemy, looking back at your losses, fallen comrades and what you had to sacrifice. It is not doable with every group but in my opinion and experience those people who are turning the game into dice rolling mechanics are missing on a lot of aspects of the game. After all, it is a Role Playing Game.</p><p></p><p>Com</p></blockquote><p></p>
[QUOTE="comareddin, post: 2568852, member: 28529"] I am a fan of low level campaigns as well. After all, I believe that toppling an evil, huge empire of undead is possible with a band of 1-3 level adventurers. What you need is a silver-tongued bard who can make impressive speeches in the halls of kings. If you can unite smaller forces to create one massive foe, I would consider it a far greater accomplishment than hacking through the ranks of soldiers, reaching the end of the battle line, then beheading the evil general who is the evil wizard's cohort, carrying on to the tower to crush the said wizard. With a low level party you did not do most of the work, but you influenced the world enough so that the end result is the same. That is why I consider levels 6-10 the golden levels of adventuring. As for people who nod through the story and try to do their best using mechanics to their advantage when it is combat time, well it is their style of play and if they are having fun with it I do not see anything wrong with it as this is a game and it is meant to have fun. I did not really play hack'n'slash D&D much, or saw a lot of powerplay come into play. Sure there were powerful characters in our group mechanics-wise but that came into play now and then. Combat was never the central focus in the games I played in. In my twelve years of playing experience, in all the campaigns and one-shot games, I recall a Wish spell being cast only once. That special gift which was granted to us was used to alter the storyline, not for a +1 inherent to a stat. Of course playing styles are different but in a hack'n'slash D&D game, some things I emotionally felt could never have occured to me. All the accomplishments, all the losses mean a lot more when you can really integrate your character, the whole group of characters into the story. That feeling of accomplishment, the feeling of bitter joy after defeating the enemy, looking back at your losses, fallen comrades and what you had to sacrifice. It is not doable with every group but in my opinion and experience those people who are turning the game into dice rolling mechanics are missing on a lot of aspects of the game. After all, it is a Role Playing Game. Com [/QUOTE]
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