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<blockquote data-quote="Majoru Oakheart" data-source="post: 6319748" data-attributes="member: 5143"><p>Yeah, between regionals, metaregionals, and cores for the last couple of years, we always had things to run. We repeated adventures, as well, with low level characters when there weren't enough high level characters to play or there were new people who had no high level characters. Our primary goal was making sure everyone got to sit down and play. Plus, trying out new classes and having more than one character at higher levels was fun too.</p><p></p><p>But the only reason we were willing to put up with repeating adventures was that the rules prevented the new players from creating characters at higher levels. So, we resigned ourselves to replaying things for their benefit. Though I don't think anyone really LIKED replaying adventures. We just did it to make sure we had a game every week.</p><p></p><p></p><p>I don't think I was ever actually impressed with ANY of the storylines to come out of any OP campaigns. I probably have high standards. I watch TV shows written by professional writers and acted by people who can really sell a story.</p><p></p><p>The storyline in D&D games is interesting and some of the good ones have hooked me enough that I've said "That was interesting, I'd love to play the sequel". However, I played the sequel because I had adventures to occupy me in the meantime not because the plot was so good that I had to come back.</p><p></p><p>Just like TV, really. I've gone through phases where there was nothing good on. So, after a while of having nothing to watch, I stopped checking if there was anything good coming out.</p><p></p><p>I'm the one in our group who likes the plot the MOST. When my friends found out that LG was ending, I suggested we get together and play the last couple of adventures in the Ket region in order to experience the end of the storyline. I was outvoted by everyone else who said that if the campaign was ending, there was no point in playing because the XP and rewards for the adventure were just going to vanish when the campaign ended anyways. I appealed to them saying "Don't you want to know how it ends?" and everyone told me "No, we don't care."</p><p></p><p>Which made me feel great as one of the Triads of that region.</p><p></p><p></p><p>The key was to have lots and lots of writers that you know you can trust. Or in the case of our region, just having Stephen Baker around. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>Still, I am under the belief that "bad" adventures aren't as bad as everyone thinks they are. We played a lot of adventures and we know some were much worse than others. However, I don't think we ever walked away from a table actively saying "I wish we had never played that, it was horrible and a waste of our time." Well, maybe once or twice. However, LG managed to keep a minimum standard despite having about 100 writers across the whole campaign. The key is to allow as many volunteers as possible to run the campaign so that much work can get done.</p><p></p><p>However, I am aware that currently WOTC doesn't want to give up that much control of the campaign. They want to tie the adventures more closely into a product in the store that they can sell to you. They believe that careful control over the adventures that go out also makes them higher quality. I'm not entirely sure of that.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6319748, member: 5143"] Yeah, between regionals, metaregionals, and cores for the last couple of years, we always had things to run. We repeated adventures, as well, with low level characters when there weren't enough high level characters to play or there were new people who had no high level characters. Our primary goal was making sure everyone got to sit down and play. Plus, trying out new classes and having more than one character at higher levels was fun too. But the only reason we were willing to put up with repeating adventures was that the rules prevented the new players from creating characters at higher levels. So, we resigned ourselves to replaying things for their benefit. Though I don't think anyone really LIKED replaying adventures. We just did it to make sure we had a game every week. I don't think I was ever actually impressed with ANY of the storylines to come out of any OP campaigns. I probably have high standards. I watch TV shows written by professional writers and acted by people who can really sell a story. The storyline in D&D games is interesting and some of the good ones have hooked me enough that I've said "That was interesting, I'd love to play the sequel". However, I played the sequel because I had adventures to occupy me in the meantime not because the plot was so good that I had to come back. Just like TV, really. I've gone through phases where there was nothing good on. So, after a while of having nothing to watch, I stopped checking if there was anything good coming out. I'm the one in our group who likes the plot the MOST. When my friends found out that LG was ending, I suggested we get together and play the last couple of adventures in the Ket region in order to experience the end of the storyline. I was outvoted by everyone else who said that if the campaign was ending, there was no point in playing because the XP and rewards for the adventure were just going to vanish when the campaign ended anyways. I appealed to them saying "Don't you want to know how it ends?" and everyone told me "No, we don't care." Which made me feel great as one of the Triads of that region. The key was to have lots and lots of writers that you know you can trust. Or in the case of our region, just having Stephen Baker around. :D Still, I am under the belief that "bad" adventures aren't as bad as everyone thinks they are. We played a lot of adventures and we know some were much worse than others. However, I don't think we ever walked away from a table actively saying "I wish we had never played that, it was horrible and a waste of our time." Well, maybe once or twice. However, LG managed to keep a minimum standard despite having about 100 writers across the whole campaign. The key is to allow as many volunteers as possible to run the campaign so that much work can get done. However, I am aware that currently WOTC doesn't want to give up that much control of the campaign. They want to tie the adventures more closely into a product in the store that they can sell to you. They believe that careful control over the adventures that go out also makes them higher quality. I'm not entirely sure of that. [/QUOTE]
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