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<blockquote data-quote="Jester David" data-source="post: 6596721" data-attributes="member: 37579"><p>Part of this is because big stories allow the D&D team to coordinate events between the RPG and the video game, comics, miniatures, and the like. So they're all doing the same thing at the same time. </p><p></p><p>That, and it's fairly easy to take the superadventure and remove the story they included and add your own, mining it for NPCs, encounters, monsters, maps, and the like. You can choose to do the extra work. However, the smaller 32-page adventures often had a very limited story, so if you didn't have time to write and plan a story you were out of luck.</p><p></p><p>A focus on story really goes back to 1e. Dragonlance was the first story-focused module and arguably the first adventure path. So the concept is 30-years old (or so). What WotC is really doing is taking six 32-page modules and releasing them all at once rather than once every month. Which is significantly cheaper, costing $40 instead of the $60 all six modules would run. </p><p></p><p></p><p>I want to do the big narrative history campaign. The story where the actions of one group of heroes affects another. But there's so many worlds and games and types of game that I want to play that playing in the same world twice seems... inefficient. </p><p>But for people who don't have the bookshelf of APs and campaign settings and game system, they can certainly have the repeated campaigns in the single world. I somewhat envy that dedication.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6596721, member: 37579"] Part of this is because big stories allow the D&D team to coordinate events between the RPG and the video game, comics, miniatures, and the like. So they're all doing the same thing at the same time. That, and it's fairly easy to take the superadventure and remove the story they included and add your own, mining it for NPCs, encounters, monsters, maps, and the like. You can choose to do the extra work. However, the smaller 32-page adventures often had a very limited story, so if you didn't have time to write and plan a story you were out of luck. A focus on story really goes back to 1e. Dragonlance was the first story-focused module and arguably the first adventure path. So the concept is 30-years old (or so). What WotC is really doing is taking six 32-page modules and releasing them all at once rather than once every month. Which is significantly cheaper, costing $40 instead of the $60 all six modules would run. I want to do the big narrative history campaign. The story where the actions of one group of heroes affects another. But there's so many worlds and games and types of game that I want to play that playing in the same world twice seems... inefficient. But for people who don't have the bookshelf of APs and campaign settings and game system, they can certainly have the repeated campaigns in the single world. I somewhat envy that dedication. [/QUOTE]
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