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General Tabletop Discussion
*Dungeons & Dragons
Megadungeon delving as a campaign’s core; is it compatible with modern play?
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<blockquote data-quote="Hussar" data-source="post: 8800644" data-attributes="member: 22779"><p>What is the point of exploration? I don't mean this rhetorically, I mean this as an actual question. Why are you exploring?</p><p></p><p>Isn't it to gain information so that you can make informed choices? Exploration isn't done for its own sake. It's done with a purpose. What is down this or that corridor, what opposition or opportunities are available in what direction. So on and so forth. IOW, it's the information that matters, not really how you get it.</p><p></p><p>So, why not abstract getting the information. Instead of forcing everyone in the group to play a stealth character just so that they don't have to sit around and watch everyone else play for extended periods of time, why not just make it a mini-game that everyone can participate in, get the information into the hands of the players and then move on from there? </p><p></p><p></p><p>No thanks. I absolutely hate this style of play. IME, it leads to completely passive players who contribute nothing that you couldn't get from a dice bot to the game. No family? No history? That's not a character to me. That's just a couple of numbers on a sheet. I want to take it even further and force the players to have connections to each other through a variety of mini-games, but, I know when I'm beat on that one. The players don't like it. </p><p></p><p>But, yeah, the most interesting, memorable characters are the ones that actually are tied to the campaign. Cycle out characters? No thanks. I am totally not interested in that style of play anymore. I've had my fill of the kinds of characters that you are talking about here and I just won't play that way anymore. Make the campaign about the characters at the table, or I'll go play somewhere else because I will not enjoy the game.</p><p></p><p>I've become a lot less willing to compromise on my play experience as I've gotten older.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8800644, member: 22779"] What is the point of exploration? I don't mean this rhetorically, I mean this as an actual question. Why are you exploring? Isn't it to gain information so that you can make informed choices? Exploration isn't done for its own sake. It's done with a purpose. What is down this or that corridor, what opposition or opportunities are available in what direction. So on and so forth. IOW, it's the information that matters, not really how you get it. So, why not abstract getting the information. Instead of forcing everyone in the group to play a stealth character just so that they don't have to sit around and watch everyone else play for extended periods of time, why not just make it a mini-game that everyone can participate in, get the information into the hands of the players and then move on from there? No thanks. I absolutely hate this style of play. IME, it leads to completely passive players who contribute nothing that you couldn't get from a dice bot to the game. No family? No history? That's not a character to me. That's just a couple of numbers on a sheet. I want to take it even further and force the players to have connections to each other through a variety of mini-games, but, I know when I'm beat on that one. The players don't like it. But, yeah, the most interesting, memorable characters are the ones that actually are tied to the campaign. Cycle out characters? No thanks. I am totally not interested in that style of play anymore. I've had my fill of the kinds of characters that you are talking about here and I just won't play that way anymore. Make the campaign about the characters at the table, or I'll go play somewhere else because I will not enjoy the game. I've become a lot less willing to compromise on my play experience as I've gotten older. [/QUOTE]
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Megadungeon delving as a campaign’s core; is it compatible with modern play?
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