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*Pathfinder & Starfinder
[Planescape] What would you want to see in a Mega-Adventure / Campaign?
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<blockquote data-quote="MoutonRustique" data-source="post: 6382414" data-attributes="member: 22362"><p>I agree - Plane Scape is one of those settings that can require a great deal of "player buy-in".</p><p></p><p>On the other hand, one of the worst things about Plane Scape is how awesome <strong>we feel</strong> it should be and that anything less is "bad" - I am very much guilty of this.</p><p></p><p>I've been trying (with moderate success) to change my outlook to "well, it's not what PS is <em>supposed</em> to be about, but we had a great game, and that's more than enough!" when the players don't invest as much effort as I'd like or "get" what the adventure was about or ...</p><p></p><p>There are few things worse than unmet expectations - but they're just that <em>expectations</em>. It is a hard thing to be truthful when saying that you'll be happy as long as the game goes well for the group. It's a bit like not loving your NPCs - hard, but necessary.</p><p>--------------------------------------</p><p>The <strong>critical</strong> ones for me (roughly in order):</p><p></p><p>Compelling questions/revelations, eg. "what can change the nature of a man?"</p><p>Interaction emphasized as equal to or more important than combat</p><p>Overland travel through strange paths like the Infinite Staircase or River Styx</p><p>Strong adventure hooks, eg. WHY we're planting a rose in the Abyss</p><p>Subversive fantasy playing on expected villains and outcomes</p><p></p><p>The <strong>important</strong> ones</p><p></p><p>Sigil, City of Doors, as a key adventuring site</p><p>Abstract made manifest and other really bizarre stuff</p><p>Adventures spanning multiple contrasting planes</p><p>Aesthetics (writing style, dark humor)***</p><p>15 factions managing Sigil's civil government (pre-Faction War timeline)</p><p>Philosophers with clubs playing critical roles in the adventures</p><p>Player decisions shaping the planes in a significant way (the power of belief)</p><p>Portals used as story devices to set the pace***</p><p>Portals used as a reward system***</p><p></p><p>The <strong>nice</strong> ones</p><p></p><p>Aesthetics (graphic design, art)***</p><p>Cant (planar slang)</p><p>Portals used to instantly get from adventure site A to site B</p><p>Wondrous adventure sites</p><p>Killing fiends and stealing their stuff</p><p></p><p>***Edited or added</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6382414, member: 22362"] I agree - Plane Scape is one of those settings that can require a great deal of "player buy-in". On the other hand, one of the worst things about Plane Scape is how awesome [B]we feel[/B] it should be and that anything less is "bad" - I am very much guilty of this. I've been trying (with moderate success) to change my outlook to "well, it's not what PS is [I]supposed[/I] to be about, but we had a great game, and that's more than enough!" when the players don't invest as much effort as I'd like or "get" what the adventure was about or ... There are few things worse than unmet expectations - but they're just that [I]expectations[/I]. It is a hard thing to be truthful when saying that you'll be happy as long as the game goes well for the group. It's a bit like not loving your NPCs - hard, but necessary. -------------------------------------- The [B]critical[/B] ones for me (roughly in order): Compelling questions/revelations, eg. "what can change the nature of a man?" Interaction emphasized as equal to or more important than combat Overland travel through strange paths like the Infinite Staircase or River Styx Strong adventure hooks, eg. WHY we're planting a rose in the Abyss Subversive fantasy playing on expected villains and outcomes The [B]important[/B] ones Sigil, City of Doors, as a key adventuring site Abstract made manifest and other really bizarre stuff Adventures spanning multiple contrasting planes Aesthetics (writing style, dark humor)*** 15 factions managing Sigil's civil government (pre-Faction War timeline) Philosophers with clubs playing critical roles in the adventures Player decisions shaping the planes in a significant way (the power of belief) Portals used as story devices to set the pace*** Portals used as a reward system*** The [B]nice[/B] ones Aesthetics (graphic design, art)*** Cant (planar slang) Portals used to instantly get from adventure site A to site B Wondrous adventure sites Killing fiends and stealing their stuff ***Edited or added [/QUOTE]
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[Planescape] What would you want to see in a Mega-Adventure / Campaign?
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