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<blockquote data-quote="Shiroiken" data-source="post: 7948965" data-attributes="member: 6775477"><p>As a fellow old timer, I'll weigh in.</p><p></p><p><strong>A Group's Home Game</strong></p><p>Since 2E, there has been a movement towards adventures and campaigns with significant, long term plots. This is jarring compared to the open adventure/campaign concepts of 1E, but overall more players prefer this style of gaming (I was resistant at first, but found that I prefer it as well). The reason for the various terms is because this is no longer the standard form of play, and terms were created to describe it for those who'd never experienced it.</p><p></p><p>As for the length of campaign, this leads to the exact same issue. Story/plot based campaigns have a lifespan, and once the tale has been told, it no longer has any purpose. Think of it like a TV show that jumps the shark; it should have ended when it was still popular, rather than pushing on until the ratings are in the toilet. I ran an campaign in Greyhawk that ended on Q1, with the party facing Lolth, after which they retired back to their home base (one of the PCs had become a baron, with the other PCs serving various roles there). I may pull them back out again for a one-shot adventure (I'm thinking Isle of the Ape), but otherwise they live on in memory and legend.</p><p></p><p><strong>PC Builds</strong></p><p>This is a carryover from 3E, where the game was designed with "character building" as a player skill (there were many "trap" options that would significantly weaken the character). 4E had a low amount of builds, but fewer choices made it less important. The same is true with 5E, but unlike 4E, most "builds" are completed around level 4-5, where the concept of the character is fully online. Even when I build a level 1 character, I have an idea of what sub-class I plan to take and what my first feat will be (even though I might change my mind, I rarely do). Most multi-class options are taken during these low levels as well.</p><p></p><p><strong>RAW</strong></p><p>I detest this notion with a holy passion. It came about during 3E, but I don't blame the edition, because I saw it infect other RPGs during the same timeframe. I think that the sudden growth of popularity in internet RPG sites are to blame. Rules Lawyers back in the day, IME knew the rules, but only wanted to use RAW when it suited them; otherwise they took the written rule and twisted it to their own purposes. 5E was the first edition since then to specifically move away from this concept, even though there are still groups/players that play this way.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7948965, member: 6775477"] As a fellow old timer, I'll weigh in. [B]A Group's Home Game[/B] Since 2E, there has been a movement towards adventures and campaigns with significant, long term plots. This is jarring compared to the open adventure/campaign concepts of 1E, but overall more players prefer this style of gaming (I was resistant at first, but found that I prefer it as well). The reason for the various terms is because this is no longer the standard form of play, and terms were created to describe it for those who'd never experienced it. As for the length of campaign, this leads to the exact same issue. Story/plot based campaigns have a lifespan, and once the tale has been told, it no longer has any purpose. Think of it like a TV show that jumps the shark; it should have ended when it was still popular, rather than pushing on until the ratings are in the toilet. I ran an campaign in Greyhawk that ended on Q1, with the party facing Lolth, after which they retired back to their home base (one of the PCs had become a baron, with the other PCs serving various roles there). I may pull them back out again for a one-shot adventure (I'm thinking Isle of the Ape), but otherwise they live on in memory and legend. [B]PC Builds[/B] This is a carryover from 3E, where the game was designed with "character building" as a player skill (there were many "trap" options that would significantly weaken the character). 4E had a low amount of builds, but fewer choices made it less important. The same is true with 5E, but unlike 4E, most "builds" are completed around level 4-5, where the concept of the character is fully online. Even when I build a level 1 character, I have an idea of what sub-class I plan to take and what my first feat will be (even though I might change my mind, I rarely do). Most multi-class options are taken during these low levels as well. [B]RAW[/B] I detest this notion with a holy passion. It came about during 3E, but I don't blame the edition, because I saw it infect other RPGs during the same timeframe. I think that the sudden growth of popularity in internet RPG sites are to blame. Rules Lawyers back in the day, IME knew the rules, but only wanted to use RAW when it suited them; otherwise they took the written rule and twisted it to their own purposes. 5E was the first edition since then to specifically move away from this concept, even though there are still groups/players that play this way. [/QUOTE]
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