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General Tabletop Discussion
*Dungeons & Dragons
One of the biggest problems with WoTC's vision of published adventures
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<blockquote data-quote="Greg Benage" data-source="post: 6897208" data-attributes="member: 93631"><p><a href="http://www.roadandtrack.com/new-cars/future-cars/news/a29009/2017-jeep-wrangler-pickup-info/" target="_blank">http://www.roadandtrack.com/new-cars/future-cars/news/a29009/2017-jeep-wrangler-pickup-info/</a></p><p></p><p>Sometimes companies give their customers what they want. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>(Not comparing this to Wizards' business model, which I admire; just thought the example was funny.)</p><p></p><p></p><p></p><p>Yeah, I started playing AD&D in 1980. And I remember multiple characters that I <em>must</em> have played for years! Except, my D&D friends graduated and went off to college in 1984 and I graduated and went to college in 1985, and really, those last couple years we spent a lot more time on girls and beer and a lot less on D&D. And all my friends had their own "world" (container for modules) and took turns DMing, and I had a different character or characters for each world. And then, we also played some B/X D&D, and Traveller, and Star Frontiers, and Top Secret, and James Bond, and Gamma World. When I really think about it, I <em>did</em> play a lot of different characters but I <em>didn't</em> play any of them very long -- there just wasn't enough time for that to be true. Some of those characters just made a big impression. Same thing in college, except we hopped from one RPG to another even more.</p><p></p><p>Not to say that others didn't play long-term, years-spanning campaigns at the time. Just that we didn't, really.</p><p></p><p>So anyway, some thoughts:</p><p></p><p>* I like the seasonal campaign event format in principle, both as a player experience and a business model. I haven't run or played in any of them yet, but I would -- and I do plan to run STK after my current campaign ends.</p><p></p><p>* I do wish they were complete 1-20 adventure paths. It probably becomes very difficult to design for those last 5+ levels, given how much characters/parties can diverge, and longer campaigns probably undermines the business model a bit, but I still wish they'd do it. That said, I can see some alternatives:</p><p></p><p>(1) Make the campaigns more open-ended while still providing a satisfying resolution, and include a chapter of developments and content (including more high-CR monsters and villains) that DMs can use to create end-game content for themselves if they want to. That way the DMs have some raw material to work with, but they can also tailor the high-level stuff to their unique PC group.</p><p></p><p>(2) Do sequels!</p><p></p><p>It would help both of these if they got away from the "apocalypse of the year" theme. If you literally save the world, it kinda feels like that story is over. You don't want to play through 5+ levels of Aragorn "ruling wisely," dying, and Arwen wandering alone in Lolthlorien as the Mallorn leaves fall. </p><p></p><p>Likewise, if you "only" destroy the Death Star but the Cult of the Dragon is still out there, you may have to come back and face the new prototype T-1000 and attempt to avert Judgment Day.</p><p></p><p>You need some loose ends to work with, whether you want to continue the story or come back for a sequel.</p></blockquote><p></p>
[QUOTE="Greg Benage, post: 6897208, member: 93631"] [url]http://www.roadandtrack.com/new-cars/future-cars/news/a29009/2017-jeep-wrangler-pickup-info/[/url] Sometimes companies give their customers what they want. ;) (Not comparing this to Wizards' business model, which I admire; just thought the example was funny.) Yeah, I started playing AD&D in 1980. And I remember multiple characters that I [I]must[/I] have played for years! Except, my D&D friends graduated and went off to college in 1984 and I graduated and went to college in 1985, and really, those last couple years we spent a lot more time on girls and beer and a lot less on D&D. And all my friends had their own "world" (container for modules) and took turns DMing, and I had a different character or characters for each world. And then, we also played some B/X D&D, and Traveller, and Star Frontiers, and Top Secret, and James Bond, and Gamma World. When I really think about it, I [I]did[/I] play a lot of different characters but I [I]didn't[/I] play any of them very long -- there just wasn't enough time for that to be true. Some of those characters just made a big impression. Same thing in college, except we hopped from one RPG to another even more. Not to say that others didn't play long-term, years-spanning campaigns at the time. Just that we didn't, really. So anyway, some thoughts: * I like the seasonal campaign event format in principle, both as a player experience and a business model. I haven't run or played in any of them yet, but I would -- and I do plan to run STK after my current campaign ends. * I do wish they were complete 1-20 adventure paths. It probably becomes very difficult to design for those last 5+ levels, given how much characters/parties can diverge, and longer campaigns probably undermines the business model a bit, but I still wish they'd do it. That said, I can see some alternatives: (1) Make the campaigns more open-ended while still providing a satisfying resolution, and include a chapter of developments and content (including more high-CR monsters and villains) that DMs can use to create end-game content for themselves if they want to. That way the DMs have some raw material to work with, but they can also tailor the high-level stuff to their unique PC group. (2) Do sequels! It would help both of these if they got away from the "apocalypse of the year" theme. If you literally save the world, it kinda feels like that story is over. You don't want to play through 5+ levels of Aragorn "ruling wisely," dying, and Arwen wandering alone in Lolthlorien as the Mallorn leaves fall. Likewise, if you "only" destroy the Death Star but the Cult of the Dragon is still out there, you may have to come back and face the new prototype T-1000 and attempt to avert Judgment Day. You need some loose ends to work with, whether you want to continue the story or come back for a sequel. [/QUOTE]
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One of the biggest problems with WoTC's vision of published adventures
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