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Is your D&D campaign a game or a story?
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<blockquote data-quote="Herobizkit" data-source="post: 2851508" data-attributes="member: 36150"><p>I voted 8. When we game, we're all about the story. </p><p></p><p>My DM has concoted neary 30k game years of history for his campaign world, he has a well-thought out over-arcing plot, and leaves it pretty much up to me whether or not I get involved. If I do, then that adds to the game world overall. If I don't, his NPCs will chug along with his original plans. The PC/NPC banter enriches the characters and their place in the world at large. We drive our own story, but there's alwyas a larger story that's going on in the background.</p><p></p><p>By contrast, my personal style of DMing is largely PC/NPC banter. In fact, my current solo campaign is being run along the vein of a soap opera. We have the main hero, dashing and suave and charismatic (and a Half-Celestial Gestalt Paladin/Rogue; he's pretty much a cross between Superman and Hercules in powers and demeanor). We have his cast of characters; four females, four males, and the interplay between them and the hero. </p><p></p><p>We run a 18+ game, and so the stories get "interesting". Basically, it all revolves around the hero trying to "get with" all four girls... at once. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> On the peripheral, he's also the king of a shattered country located in a tropical archipelago, and so we have a Pirates of the Caribbean/The New World vibe in there as well. I keep placing him in madcap misadventure after misadventure, and every once in a while I'll actually put him through a module to mix it up. It works VERY well, and I couldn't imagine playing strictly the "traditional" kill things and take their stuff or even the 3.5 wargame-y version of D&D with this scenario.</p><p></p><p>The story is pretty much made up as we go. When He DM's, it's the same way. Works well.</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 2851508, member: 36150"] I voted 8. When we game, we're all about the story. My DM has concoted neary 30k game years of history for his campaign world, he has a well-thought out over-arcing plot, and leaves it pretty much up to me whether or not I get involved. If I do, then that adds to the game world overall. If I don't, his NPCs will chug along with his original plans. The PC/NPC banter enriches the characters and their place in the world at large. We drive our own story, but there's alwyas a larger story that's going on in the background. By contrast, my personal style of DMing is largely PC/NPC banter. In fact, my current solo campaign is being run along the vein of a soap opera. We have the main hero, dashing and suave and charismatic (and a Half-Celestial Gestalt Paladin/Rogue; he's pretty much a cross between Superman and Hercules in powers and demeanor). We have his cast of characters; four females, four males, and the interplay between them and the hero. We run a 18+ game, and so the stories get "interesting". Basically, it all revolves around the hero trying to "get with" all four girls... at once. :o On the peripheral, he's also the king of a shattered country located in a tropical archipelago, and so we have a Pirates of the Caribbean/The New World vibe in there as well. I keep placing him in madcap misadventure after misadventure, and every once in a while I'll actually put him through a module to mix it up. It works VERY well, and I couldn't imagine playing strictly the "traditional" kill things and take their stuff or even the 3.5 wargame-y version of D&D with this scenario. The story is pretty much made up as we go. When He DM's, it's the same way. Works well. [/QUOTE]
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