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General Tabletop Discussion
*Pathfinder & Starfinder
Per-Encounter/Per-Day Design and Gameplay Restrictions
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<blockquote data-quote="howandwhy99" data-source="post: 3821960" data-attributes="member: 3192"><p>If the players so choose, after the campaign begins. A wise DM will keep an ear open for what their plans are.</p><p></p><p>This is something that happens prior to the beginning of a campaign. Players make characters together. Non-heroic characters, like you are suggesting with the Cleric of Nerull, were typically not allowed. If the other players are okay with it, it's the player group choice. New characters get the same critique. It isn't mandatory as it limits what you can play, but it's generally more fun to play characters that get along IME.</p><p></p><p>Well, there are no skills anyways in pre-d20 D&D, so specific example doesn't really relate. The rest is a campaign, pre-play decision. I wouldn't toss folks into Darksun without telling them beforehand with a very basic description of the genre/game. Adventure games tend to be pretty standard with towns and cities and wildlands and dungeons anyways, so if folks wanted to explore urban adventure, they'd just ask for the nearest urban area and head there. (not to mention most games start in civilization and not monster lands)</p><p></p><p>Plots for DMs are NPC plans. Plots designed for Players to follow are bad design IMO. As you know Forge terminology it would be "the impossible thing before breakfast". I just call it old school D&D. To differentiate between the new post-dragonlance, 2e, illusionist play it's been taken up as called "sandbox play" or player driven. Sandbox play essentially meaning "campaign" vs. tournament or situational one-shots.</p><p></p><p>I guess it depends upon playstyle. I pointed to a thread of mine in the post above. <a href="http://www.enworld.org/showpost.php?p=3815900&postcount=57" target="_blank">Here's single post</a> about what Points of Light might be and how it may assist in campaign games.</p><p></p><p></p><p></p><p>EDIT: </p><p>That post didn't explain PoL as I suspect it to be in regards to the point I wanted to make. </p><p>Essentially, a modularly created world allows simple construction of places the types of which the players may have asked for.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 3821960, member: 3192"] If the players so choose, after the campaign begins. A wise DM will keep an ear open for what their plans are. This is something that happens prior to the beginning of a campaign. Players make characters together. Non-heroic characters, like you are suggesting with the Cleric of Nerull, were typically not allowed. If the other players are okay with it, it's the player group choice. New characters get the same critique. It isn't mandatory as it limits what you can play, but it's generally more fun to play characters that get along IME. Well, there are no skills anyways in pre-d20 D&D, so specific example doesn't really relate. The rest is a campaign, pre-play decision. I wouldn't toss folks into Darksun without telling them beforehand with a very basic description of the genre/game. Adventure games tend to be pretty standard with towns and cities and wildlands and dungeons anyways, so if folks wanted to explore urban adventure, they'd just ask for the nearest urban area and head there. (not to mention most games start in civilization and not monster lands) Plots for DMs are NPC plans. Plots designed for Players to follow are bad design IMO. As you know Forge terminology it would be "the impossible thing before breakfast". I just call it old school D&D. To differentiate between the new post-dragonlance, 2e, illusionist play it's been taken up as called "sandbox play" or player driven. Sandbox play essentially meaning "campaign" vs. tournament or situational one-shots. I guess it depends upon playstyle. I pointed to a thread of mine in the post above. [url=http://www.enworld.org/showpost.php?p=3815900&postcount=57]Here's single post[/url] about what Points of Light might be and how it may assist in campaign games. EDIT: That post didn't explain PoL as I suspect it to be in regards to the point I wanted to make. Essentially, a modularly created world allows simple construction of places the types of which the players may have asked for. [/QUOTE]
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