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<blockquote data-quote="Charlaquin" data-source="post: 7949266" data-attributes="member: 6779196"><p>Again, that’s fine if that’s the way you want to play. Not everybody wants to play that way, and not everybody who does want to play that way is able to do so.</p><p></p><p></p><p>Presumably the former.</p><p></p><p></p><p>For sure!</p><p></p><p></p><p>Who says they shouldn’t? If I tell my players we’re gonna do a Ravenloft game, they’re going to have some idea of what to expect - at minimum, they’ll have a good idea of the tone of the game, they’ll know that there will likely be a lot of undead, they’ll know that the endgame will be about defeating Strahd, and they’ll know there’s likely to be a Tarokka reading at some point that will give them clues to things that can help them defeat Strahd. Even in an entirely homebrew campaign, a DM might want to talk to their players in session 0 about certain broad details. “I was thinking of running a campaign set in an archipelago, focuses around the search for a legendary treasure hidden by the late pirate king. Expect lots of seafaring, and to be fighting lots of humanoid sailors and sea monsters.” Or, “This campaign is going to be a straightforward fairy tale style ‘save the princess from the dragon kind of story. Very archetypal characters will be right at home here, while more complex or morally ambiguous characters would probably feel fairly out of place.” This kind of expectation-setting is not strictly necessary, but it’s standard practice for a lot of groups.</p><p></p><p></p><p>Cool, so don’t play your characters that way.</p><p></p><p></p><p>Because you want to? If you don’t want to, great, but some players do.</p><p></p><p></p><p>Or maybe it hasn’t. Who are you to judge?</p><p></p><p></p><p>If your goal is to keep a single campaign going as long as possible, sure. But that’s not what everyone wants out of D&D. Some people prefer playing a single adventure path from start to finish and then moving on to an unrelated one. </p><p></p><p></p><p>I don’t think that’s unfortunate at all.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7949266, member: 6779196"] Again, that’s fine if that’s the way you want to play. Not everybody wants to play that way, and not everybody who does want to play that way is able to do so. Presumably the former. For sure! Who says they shouldn’t? If I tell my players we’re gonna do a Ravenloft game, they’re going to have some idea of what to expect - at minimum, they’ll have a good idea of the tone of the game, they’ll know that there will likely be a lot of undead, they’ll know that the endgame will be about defeating Strahd, and they’ll know there’s likely to be a Tarokka reading at some point that will give them clues to things that can help them defeat Strahd. Even in an entirely homebrew campaign, a DM might want to talk to their players in session 0 about certain broad details. “I was thinking of running a campaign set in an archipelago, focuses around the search for a legendary treasure hidden by the late pirate king. Expect lots of seafaring, and to be fighting lots of humanoid sailors and sea monsters.” Or, “This campaign is going to be a straightforward fairy tale style ‘save the princess from the dragon kind of story. Very archetypal characters will be right at home here, while more complex or morally ambiguous characters would probably feel fairly out of place.” This kind of expectation-setting is not strictly necessary, but it’s standard practice for a lot of groups. Cool, so don’t play your characters that way. Because you want to? If you don’t want to, great, but some players do. Or maybe it hasn’t. Who are you to judge? If your goal is to keep a single campaign going as long as possible, sure. But that’s not what everyone wants out of D&D. Some people prefer playing a single adventure path from start to finish and then moving on to an unrelated one. I don’t think that’s unfortunate at all. [/QUOTE]
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