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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="NewJeffCT" data-source="post: 6174444" data-attributes="member: 10784"><p>Not sure about structured vs player driven - every campaign I've run has been player driven, but they typically tend to have that BBEG at the end of the campaign that needs to be defeated. The characters and their backgrounds drive the story, which develops as they go along. It's just about how you have to get there. </p><p></p><p>Plus, I hate to use railroad vs sandbox - you can have some of both in most campaigns, but also not make it feel like a railroad or make it feel completely open-ended. (I also hate the term "fluff vs crunch" but that's another thread...)</p><p></p><p>Paizo's Kingmaker campaign was pretty sanbox-y overall and was probably their second most popular adventure path after Rise of the Runelords, which many have criticized as being about as railroad-y as you can get.</p></blockquote><p></p>
[QUOTE="NewJeffCT, post: 6174444, member: 10784"] Not sure about structured vs player driven - every campaign I've run has been player driven, but they typically tend to have that BBEG at the end of the campaign that needs to be defeated. The characters and their backgrounds drive the story, which develops as they go along. It's just about how you have to get there. Plus, I hate to use railroad vs sandbox - you can have some of both in most campaigns, but also not make it feel like a railroad or make it feel completely open-ended. (I also hate the term "fluff vs crunch" but that's another thread...) Paizo's Kingmaker campaign was pretty sanbox-y overall and was probably their second most popular adventure path after Rise of the Runelords, which many have criticized as being about as railroad-y as you can get. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Is 'Good vs Evil' fantasy better for long-term campaigns than more 'amoral' Swords & Sorcery?
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