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Open ended Campaigns are possible ?
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<blockquote data-quote="Darkness" data-source="post: 396081" data-attributes="member: 13"><p>Two examples from my own experience:</p><p></p><p>1. A beer-and-pretzels-style player used to power gaming and hack-n-slash games (but not quite a power gamer himself; it was just what he was used to) who was relatively new to my games.</p><p></p><p>He was somewhat "lost" because the problems before him were neither crystal-clear, nor could they be easily solved with violence.</p><p></p><p>Heh. I think he was just used to solving problems like an action hero would, and would have preferred being able to use a more direct route than the options available to him.</p><p>But my games required him to think and choose his own path...</p><p></p><p>(This player is quite good at running amok and completely taking over a campaign if the GM is inexperienced, though. <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=";)" /> He's also quite good at finding something for his character to do if he's aware that the GM doesn't have a plot - still, what he does then tends to get him killed rather quickly...)</p><p></p><p>2. A GM who let the road beneath our characters crumble. Our characters fell in with no chance to spot or avoid it. And what we landed in was a dungeon that he had created randomly - and used without changing a thing. In the end, we braved all dangers only to be sucked into another plane with no chance to spot or avoid it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p>And he's like that in other games, too: There's always only one direction that the PCs can go - and when they stray from the one true path, something immediately brings them back.</p><p>It's just too much - so we won't let him run games any more (he's one of the best <em>players</em> that I've ever met, though).</p></blockquote><p></p>
[QUOTE="Darkness, post: 396081, member: 13"] Two examples from my own experience: 1. A beer-and-pretzels-style player used to power gaming and hack-n-slash games (but not quite a power gamer himself; it was just what he was used to) who was relatively new to my games. He was somewhat "lost" because the problems before him were neither crystal-clear, nor could they be easily solved with violence. Heh. I think he was just used to solving problems like an action hero would, and would have preferred being able to use a more direct route than the options available to him. But my games required him to think and choose his own path... (This player is quite good at running amok and completely taking over a campaign if the GM is inexperienced, though. ;) He's also quite good at finding something for his character to do if he's aware that the GM doesn't have a plot - still, what he does then tends to get him killed rather quickly...) 2. A GM who let the road beneath our characters crumble. Our characters fell in with no chance to spot or avoid it. And what we landed in was a dungeon that he had created randomly - and used without changing a thing. In the end, we braved all dangers only to be sucked into another plane with no chance to spot or avoid it. :p And he's like that in other games, too: There's always only one direction that the PCs can go - and when they stray from the one true path, something immediately brings them back. It's just too much - so we won't let him run games any more (he's one of the best [i]players[/i] that I've ever met, though). [/QUOTE]
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