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Is starting depth of campaign crucial to player retention?
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<blockquote data-quote="amethal" data-source="post: 3977096" data-attributes="member: 22784"><p>In the campaign I am playing in, we started out as castaways from whichever campaign settings took our individual fancy, washed up by a magical storm onto the shore of a world which was completely unfamiliar to us.</p><p></p><p>The world has a very detailed background, but at the start we didn't know any of it. We've been gradually finding out that things are not what they seem, and for me this has been the most enjoyable part of the whole experience.</p><p></p><p>A particularly nice touch was one or two things that seemed like your typical DM homebrew nuisance "change for the sake of change" (e.g. the fact that silver is very rare here, and is worth ten times its usual value) turned out to be very relevant (and sinister!) parts of the plot.</p><p></p><p>To take a less extreme example, I think a points of light setting where the PCs start off as the stereotypical farm boys who have never been further than half a day's journey from their homes and know very little can also work well. As they adventure further and further afield they build up knowledge about the world they live in.</p><p></p><p>They learn by experiencing, rather than by DM handout.</p><p></p><p>On the other hand, a world where the only thing beyond the horizon is the next dungeon, with no consistency or overall "feel" to it, is pretty boring in my opinion.</p></blockquote><p></p>
[QUOTE="amethal, post: 3977096, member: 22784"] In the campaign I am playing in, we started out as castaways from whichever campaign settings took our individual fancy, washed up by a magical storm onto the shore of a world which was completely unfamiliar to us. The world has a very detailed background, but at the start we didn't know any of it. We've been gradually finding out that things are not what they seem, and for me this has been the most enjoyable part of the whole experience. A particularly nice touch was one or two things that seemed like your typical DM homebrew nuisance "change for the sake of change" (e.g. the fact that silver is very rare here, and is worth ten times its usual value) turned out to be very relevant (and sinister!) parts of the plot. To take a less extreme example, I think a points of light setting where the PCs start off as the stereotypical farm boys who have never been further than half a day's journey from their homes and know very little can also work well. As they adventure further and further afield they build up knowledge about the world they live in. They learn by experiencing, rather than by DM handout. On the other hand, a world where the only thing beyond the horizon is the next dungeon, with no consistency or overall "feel" to it, is pretty boring in my opinion. [/QUOTE]
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