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Is 'Good vs Evil' fantasy better for long-term campaigns than more 'amoral' Swords & Sorcery?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6174440" data-attributes="member: 1165"><p>It's almost the wrong question. I think the issue is more "structured/railroad" versus "player driven/sandbox" campaign styles. I personally don't like player-driven campaigns, not even as a player, but it's the kind of thing that some players demand. IME structured campaigns last longer. It could be that some players in my group like player-driven but are unskilled at it.</p><p></p><p>Good vs evil campaigns tend to be structured, but you could easily have a more "pragmatic" party running in a structured campaign.</p><p></p><p>I had a very bad experience with GURPS Traveller, but not because we weren't "good-aligned", but because the character generation system is too detailed. It determines your skills, you don't get to choose your class or anything like that ahead of time. (Except me. I hate die-rolled stats and was given a slightly nerfed point buy guideline instead.) We ended up being a partly of (mostly) amoral money-grubbers who couldn't fight or use a wide variety of non-combat skills but were presented with a pre-gen adventure that expected us to act heroically. I was all for that, but also the only PC who cared about that.</p><p></p><p>Oddly enough, Warhammer RPG 2e was almost as bad in terms of char-gen, but we didn't run into this problem. I think the setting naturally led toward forming an adventuring party and doing jobs, even if it was for money rather than for "goodness".</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6174440, member: 1165"] It's almost the wrong question. I think the issue is more "structured/railroad" versus "player driven/sandbox" campaign styles. I personally don't like player-driven campaigns, not even as a player, but it's the kind of thing that some players demand. IME structured campaigns last longer. It could be that some players in my group like player-driven but are unskilled at it. Good vs evil campaigns tend to be structured, but you could easily have a more "pragmatic" party running in a structured campaign. I had a very bad experience with GURPS Traveller, but not because we weren't "good-aligned", but because the character generation system is too detailed. It determines your skills, you don't get to choose your class or anything like that ahead of time. (Except me. I hate die-rolled stats and was given a slightly nerfed point buy guideline instead.) We ended up being a partly of (mostly) amoral money-grubbers who couldn't fight or use a wide variety of non-combat skills but were presented with a pre-gen adventure that expected us to act heroically. I was all for that, but also the only PC who cared about that. Oddly enough, Warhammer RPG 2e was almost as bad in terms of char-gen, but we didn't run into this problem. I think the setting naturally led toward forming an adventuring party and doing jobs, even if it was for money rather than for "goodness". [/QUOTE]
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Community
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Is 'Good vs Evil' fantasy better for long-term campaigns than more 'amoral' Swords & Sorcery?
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