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Let's Not Save The World...Again
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<blockquote data-quote="Hussar" data-source="post: 7718656" data-attributes="member: 22779"><p>Now, I'll admit that I haven't bought the WotC AP modules. But, I have played in a couple. It's my understanding that a lot of the modules aren't really "save the world" plot modules. For example, in Princes of the Apocalypse, a good chunk of the adventure takes place at the pretty local level. One of the modules, for example, you infiltrate a castle run by the cultists (and a bunch of humanoids) and try to wrestle control of that castle away from the humanoids and save the lizardfolk that are being enslaved by the cultists. At least, that's how we played it out.</p><p></p><p>And, again, from my limited understanding, in Out of the Abyss, a large chunk of the AP is spent simply trying to get out of the Underdark. Again, it's very local and focused on the group, rather than the larger picture stuff of saving the world. As I understand it, it's pretty old school where you are focused on survival and exploration, rather than plotsy story stuff. Again, I fully admit to my own ignorance of the specifics, but, as I understand it, that's largely the focus of the first half of the campaign.</p><p></p><p>So, it's not like every scenario is "Save the World" stuff. A lot of it is pretty local loosely tied to the over arching campaign. I'd say that multiple play styles really are being serviced, at least in part.</p><p></p><p>IOW, I do disagree with the premise that we're seeing all one thing - Save the World plots. We aren't. Not really. The initial two or three scenarios (or more) of every AP seems to be pretty focused on the small scale stuff, right down to just, "Save yourself". </p><p></p><p>Now, as far as speed of advancement goes. Well, that's just a recognition of the reality of gamers. There is so much competition for free time that the idea that a campaign should be expected to last three, four, five years, is just unrealistic. While I realize that some groups manage this, I'm fairly confident in saying that most don't. And, if campaigns, and quite possibly groups as well, don't last more than 2 years, what's the point of having a game that takes more than that in order to play the whole game. This is an issue that was brought up in 3e and the response is pretty much the same. If groups only last 1-2 years, and it takes 3+ years to hit high or very high levels, then either speed up advancement or chop the game. There's just no point in having all that material when so few people actually use it.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7718656, member: 22779"] Now, I'll admit that I haven't bought the WotC AP modules. But, I have played in a couple. It's my understanding that a lot of the modules aren't really "save the world" plot modules. For example, in Princes of the Apocalypse, a good chunk of the adventure takes place at the pretty local level. One of the modules, for example, you infiltrate a castle run by the cultists (and a bunch of humanoids) and try to wrestle control of that castle away from the humanoids and save the lizardfolk that are being enslaved by the cultists. At least, that's how we played it out. And, again, from my limited understanding, in Out of the Abyss, a large chunk of the AP is spent simply trying to get out of the Underdark. Again, it's very local and focused on the group, rather than the larger picture stuff of saving the world. As I understand it, it's pretty old school where you are focused on survival and exploration, rather than plotsy story stuff. Again, I fully admit to my own ignorance of the specifics, but, as I understand it, that's largely the focus of the first half of the campaign. So, it's not like every scenario is "Save the World" stuff. A lot of it is pretty local loosely tied to the over arching campaign. I'd say that multiple play styles really are being serviced, at least in part. IOW, I do disagree with the premise that we're seeing all one thing - Save the World plots. We aren't. Not really. The initial two or three scenarios (or more) of every AP seems to be pretty focused on the small scale stuff, right down to just, "Save yourself". Now, as far as speed of advancement goes. Well, that's just a recognition of the reality of gamers. There is so much competition for free time that the idea that a campaign should be expected to last three, four, five years, is just unrealistic. While I realize that some groups manage this, I'm fairly confident in saying that most don't. And, if campaigns, and quite possibly groups as well, don't last more than 2 years, what's the point of having a game that takes more than that in order to play the whole game. This is an issue that was brought up in 3e and the response is pretty much the same. If groups only last 1-2 years, and it takes 3+ years to hit high or very high levels, then either speed up advancement or chop the game. There's just no point in having all that material when so few people actually use it. [/QUOTE]
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