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Megadungeon delving as a campaign’s core; is it compatible with modern play?
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<blockquote data-quote="Lanefan" data-source="post: 8800697" data-attributes="member: 29398"><p>Ah, there's the disconnect.</p><p></p><p>In my case exploration <strong>is</strong> done for its own sake, along the same lines as real-world me walking down a new trail in the woods just to see what's around the next corner. Except in an RPG setting, instead of just a new trail I've a whole new world (or more!) to explore.</p><p></p><p>If all you care about is the information then yes, I can see what you're getting at. But there's more to it than just information; mostly the whole "what's around the next corner" piece, even if around the corner is only some empty hallway. And that's what exploration is - finding out what's around the next corner, or behind the next door, or over the next range of hills.</p><p></p><p>To begin with, perhaps; but after a while IME the characters develop connections to each other, to the specific campaign, and to the setting as a whole...for those players who want such. Some don't care as much, and this is fine too.</p><p></p><p>And believe it or not, this can go too far. I've one active character of my own, for example, who has so much on her plate in the greater setting (spell research, political ambitions, a family and manor house to look after, a party-company base to help with, etc.) she really hasn't got time for adventuring any more, but still keeps getting hauled into the field regardless as she's our company's most experienced mage.</p><p></p><p>Why not just let those connections develop as they will, organically during play?</p><p></p><p>My experience begs to differ.</p><p></p><p>In my current campaign that's seen over 950 sessions, the most interesting and memorable character was around for a mighty 17 of them.</p><p></p><p>He had no connection to the campaign other than he'd randomly met one of the then-current party members at some point in their adventuring past. He had no connection to the setting other than he lived in it. He had no family history, no background other than what roll-up forces you to determine (languages, age, secondary skill). But the party needed a mage, so they took him in, and his player quickly made him utterly unforgettable.</p><p></p><p>I'd rather make the campaign about the <strong>party</strong>, with individual characters as sometimes-interchangeable parts of that greater whole. Just like a sports team is (or should be!) bigger and longer-lasting than any of its then-current players.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8800697, member: 29398"] Ah, there's the disconnect. In my case exploration [B]is[/B] done for its own sake, along the same lines as real-world me walking down a new trail in the woods just to see what's around the next corner. Except in an RPG setting, instead of just a new trail I've a whole new world (or more!) to explore. If all you care about is the information then yes, I can see what you're getting at. But there's more to it than just information; mostly the whole "what's around the next corner" piece, even if around the corner is only some empty hallway. And that's what exploration is - finding out what's around the next corner, or behind the next door, or over the next range of hills. To begin with, perhaps; but after a while IME the characters develop connections to each other, to the specific campaign, and to the setting as a whole...for those players who want such. Some don't care as much, and this is fine too. And believe it or not, this can go too far. I've one active character of my own, for example, who has so much on her plate in the greater setting (spell research, political ambitions, a family and manor house to look after, a party-company base to help with, etc.) she really hasn't got time for adventuring any more, but still keeps getting hauled into the field regardless as she's our company's most experienced mage. Why not just let those connections develop as they will, organically during play? My experience begs to differ. In my current campaign that's seen over 950 sessions, the most interesting and memorable character was around for a mighty 17 of them. He had no connection to the campaign other than he'd randomly met one of the then-current party members at some point in their adventuring past. He had no connection to the setting other than he lived in it. He had no family history, no background other than what roll-up forces you to determine (languages, age, secondary skill). But the party needed a mage, so they took him in, and his player quickly made him utterly unforgettable. I'd rather make the campaign about the [B]party[/B], with individual characters as sometimes-interchangeable parts of that greater whole. Just like a sports team is (or should be!) bigger and longer-lasting than any of its then-current players. [/QUOTE]
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