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Let's Not Save The World...Again
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<blockquote data-quote="Ilbranteloth" data-source="post: 7718494" data-attributes="member: 6778044"><p>I'd probably characterize it as the opposite, that to us it's about the journey, not the destination. But yes, with level advancement slower, you tend to focus more on the story and the characters.</p><p></p><p></p><p></p><p>Yes, and no. Originally, the concept behind D&D was that the DM would prepare their own world and dungeons. It took TSR a while to start publishing adventures, in part because Gary reportedly didn't think anybody would want to buy them. The original modules published often came from tournament adventures.</p><p></p><p>B2 (Keep on the Borderlands) was a good example of the original design approach, where you'd have a home base and a dungeon to explore, and as you cleared out things, new things could move in. We did play those adventures, but they were within the context of our ongoing campaigns. Where each of us had a number of adventurers at any given time. You had Ed Greenwood's and others articles in Dragon magazine that were implying a broader approach to running a campaign, that became even clearer with the release of the Forgotten Realms set. </p><p></p><p>The issue I have isn't that it's not possible. The 5e rules (other than the very fast advancement) do allow this approach and it works very well. But the presentation of the rules, adventures, and such point very much to the BBEG playstyle. To give them credit, they have tried to make each AP unique in it's feel and specific approach. And for a mass market game, their approach is much easier to support and to pick up a casual game.</p><p></p><p>I can't really speak for others, but back in the day, <em>everybody</em> I met and played with had the more character focused, long-term approach. Where they would have play the same characters for years (while adding others for other parts of the campaign as needed). </p><p></p><p></p><p></p><p>Absolutely, they existed before video game RPGs. But it wasn't the predominant approach. There is no doubt, that D&D and RPGs has always supported many playstyles, and the games being released in the late '70s and early '80s began to highlight the many playstyles around. My "objection" if you want to call it that, is that the predominant game style has moved away from what I see as its roots. That's my perspective. On the other hand, as I've said, I think that for the game as a whole, the approach that WotC has been taking seems to be a very successful approach, and their purpose is to build the brand and sell more games. And they seem to be doing well with that.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7718494, member: 6778044"] I'd probably characterize it as the opposite, that to us it's about the journey, not the destination. But yes, with level advancement slower, you tend to focus more on the story and the characters. Yes, and no. Originally, the concept behind D&D was that the DM would prepare their own world and dungeons. It took TSR a while to start publishing adventures, in part because Gary reportedly didn't think anybody would want to buy them. The original modules published often came from tournament adventures. B2 (Keep on the Borderlands) was a good example of the original design approach, where you'd have a home base and a dungeon to explore, and as you cleared out things, new things could move in. We did play those adventures, but they were within the context of our ongoing campaigns. Where each of us had a number of adventurers at any given time. You had Ed Greenwood's and others articles in Dragon magazine that were implying a broader approach to running a campaign, that became even clearer with the release of the Forgotten Realms set. The issue I have isn't that it's not possible. The 5e rules (other than the very fast advancement) do allow this approach and it works very well. But the presentation of the rules, adventures, and such point very much to the BBEG playstyle. To give them credit, they have tried to make each AP unique in it's feel and specific approach. And for a mass market game, their approach is much easier to support and to pick up a casual game. I can't really speak for others, but back in the day, [I]everybody[/I] I met and played with had the more character focused, long-term approach. Where they would have play the same characters for years (while adding others for other parts of the campaign as needed). Absolutely, they existed before video game RPGs. But it wasn't the predominant approach. There is no doubt, that D&D and RPGs has always supported many playstyles, and the games being released in the late '70s and early '80s began to highlight the many playstyles around. My "objection" if you want to call it that, is that the predominant game style has moved away from what I see as its roots. That's my perspective. On the other hand, as I've said, I think that for the game as a whole, the approach that WotC has been taking seems to be a very successful approach, and their purpose is to build the brand and sell more games. And they seem to be doing well with that. [/QUOTE]
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