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<blockquote data-quote="John Dallman" data-source="post: 8570025" data-attributes="member: 6999616"><p>An "adventure" can indeed be a problem, especially if they keep on happening. That depends on the style of game. In a Pendragon campaign in a mythic style, for example, the PCs <em>expect</em> that they will interact with the magical and religious forces that have created the somewhat-enchanted Kingdom of Logres. They need to do the right things, in terms of their loyalties, ethics and honour, to keep the kingdom from falling. Having meaningful adventures is what knights are for. </p><p></p><p>In more generic D&D-family games, if the DM wants a framing narrative, they're at liberty to supply one. Here are a couple that work:</p><p></p><p>I've been running a low-level campaign at a convention (so, two sessions a year) about a group of adventurer types who joined a city police force. They rapidly became the specialists in weird cases and bizarre murders, because they had their own magical support as part of their squad. They get assigned to cases, in a fairly natural way. </p><p></p><p>In a friend's long-running setting, "Recruit a party of adventurers" is an accepted way of dealing with problems in the somewhat unstable metaphysics of the world. Rather than there being a single group with a fixed party playing in that world, there are dozens of people who have played there over the last 48 years, and the world allows characters from other worlds in, so putting together an appropriate party is usually quite straightforward.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 8570025, member: 6999616"] An "adventure" can indeed be a problem, especially if they keep on happening. That depends on the style of game. In a Pendragon campaign in a mythic style, for example, the PCs [i]expect[/i] that they will interact with the magical and religious forces that have created the somewhat-enchanted Kingdom of Logres. They need to do the right things, in terms of their loyalties, ethics and honour, to keep the kingdom from falling. Having meaningful adventures is what knights are for. In more generic D&D-family games, if the DM wants a framing narrative, they're at liberty to supply one. Here are a couple that work: I've been running a low-level campaign at a convention (so, two sessions a year) about a group of adventurer types who joined a city police force. They rapidly became the specialists in weird cases and bizarre murders, because they had their own magical support as part of their squad. They get assigned to cases, in a fairly natural way. In a friend's long-running setting, "Recruit a party of adventurers" is an accepted way of dealing with problems in the somewhat unstable metaphysics of the world. Rather than there being a single group with a fixed party playing in that world, there are dozens of people who have played there over the last 48 years, and the world allows characters from other worlds in, so putting together an appropriate party is usually quite straightforward. [/QUOTE]
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