pming
Legend
Hiya.
I was perusing a few threads this afternoon and one about campaign settings of old semi-tangent for a few posts with folks commenting about the old 32-page detachable-cover-with-map-on-back 1e modules and how many folks want to see them return. My brain, for some reason, drew that into the whole "D&D is now about story, Story STORY!" post from that brand manager guy at WotC.
Of course, this made me think of campaign length (...er...yeah...crazy brain...*mumble mumble mumble*...).
I'm getting the distinct impression that folks "nowadays" (re: started RPG'ing after, say, 1995'ish) have campaigns that consist solely in a bubble. That is, they roll up new characters and the DM says"For the past several days, you have been traveling a road that winds lazily across the rolling grasslands of the Greenfields. ... ...and so begins the Hoard of the Dragon Queen hardback "adventure campaign story". They play it for the next 6 to 8 months and defeat Tiamat.
Then they all roll up new 1st level characters and start the Prince of the Apocalypse, with no mention or reference to what just happened with the whole Tiamat thing. That is, if the PC's, for whatever reason, go to Greenest (is that what it's called?), it will be perfectly fine. It was never attacked by a dragon and dragon worshipers, and Tiamat never showed up to be defeated. In short, that "campaign" was a "bubble story" with no consequences or lasting effects to continue an ongoing "actual" DM's campaign.
Maybe this is an old grognard thing (re: someone who started playing this RPG thing prior to 1e), but stories generally become part of the campaign narrative history. Not always, for sure, but that is the default assumption and not the exception. So, playing through HotDQ, successfully or not, the events would reverberate throughout the campaign setting. Players creating a new PC after said adventure should, by default, assume that "all that dragons, cultists and Tiamat thing" did happen. Greenrest is still recovering. Cultists are still lurking about trying to find out what went wrong and how to get revenge, etc, etc, etc.
Am I alone in thinking of a "campaign" this way? I haven't always done it like that...but mostly I have. However, I always mention to my players anything that is "world changing/noticing" that didn't happen (ex: Queen of Spiders - the giant incursion, the black bubble over Istivin (?), etc) if I deviate from the default "it's all connected".
My campaigns generally last a few years, each character coming 'after' another (or, at best, concurrently). There are exceptions, but those are just that...exceptions. When we want to do something 'new' we start a new campaign; all "PC histories" are wiped from the collective campaign, we pick a campaign world year to start in and off we go again.
Thoughts?
^_^
Paul L. Ming
I was perusing a few threads this afternoon and one about campaign settings of old semi-tangent for a few posts with folks commenting about the old 32-page detachable-cover-with-map-on-back 1e modules and how many folks want to see them return. My brain, for some reason, drew that into the whole "D&D is now about story, Story STORY!" post from that brand manager guy at WotC.
Of course, this made me think of campaign length (...er...yeah...crazy brain...*mumble mumble mumble*...).
I'm getting the distinct impression that folks "nowadays" (re: started RPG'ing after, say, 1995'ish) have campaigns that consist solely in a bubble. That is, they roll up new characters and the DM says"For the past several days, you have been traveling a road that winds lazily across the rolling grasslands of the Greenfields. ... ...and so begins the Hoard of the Dragon Queen hardback "adventure campaign story". They play it for the next 6 to 8 months and defeat Tiamat.
Then they all roll up new 1st level characters and start the Prince of the Apocalypse, with no mention or reference to what just happened with the whole Tiamat thing. That is, if the PC's, for whatever reason, go to Greenest (is that what it's called?), it will be perfectly fine. It was never attacked by a dragon and dragon worshipers, and Tiamat never showed up to be defeated. In short, that "campaign" was a "bubble story" with no consequences or lasting effects to continue an ongoing "actual" DM's campaign.
Maybe this is an old grognard thing (re: someone who started playing this RPG thing prior to 1e), but stories generally become part of the campaign narrative history. Not always, for sure, but that is the default assumption and not the exception. So, playing through HotDQ, successfully or not, the events would reverberate throughout the campaign setting. Players creating a new PC after said adventure should, by default, assume that "all that dragons, cultists and Tiamat thing" did happen. Greenrest is still recovering. Cultists are still lurking about trying to find out what went wrong and how to get revenge, etc, etc, etc.
Am I alone in thinking of a "campaign" this way? I haven't always done it like that...but mostly I have. However, I always mention to my players anything that is "world changing/noticing" that didn't happen (ex: Queen of Spiders - the giant incursion, the black bubble over Istivin (?), etc) if I deviate from the default "it's all connected".
My campaigns generally last a few years, each character coming 'after' another (or, at best, concurrently). There are exceptions, but those are just that...exceptions. When we want to do something 'new' we start a new campaign; all "PC histories" are wiped from the collective campaign, we pick a campaign world year to start in and off we go again.
Thoughts?
^_^
Paul L. Ming