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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="Quickleaf" data-source="post: 6384171" data-attributes="member: 20323"><p>I have two thoughts.</p><p></p><p>First, if certain players have trouble playing their alignments are they really going to do better playing a faction? Some players do good with having their character defined to a T from the get-go. These players generally do well picking a faction in advance. Some players do good with their characters only a bit defined and then figuring out the character (personality traits, ideals, bonds, flaws) thru play. These players generally don't do well picking a faction (or an alignment!) in advance. It's a play style thing. I'd like to accomodate both styles.</p><p></p><p>Second, the part I <strong>emphasized</strong>. I feel that a faction is probably being depicted in a cynical/antagonistic way by the DM if players consistently feel tied down to it or that the faction NPCs are jerks. In my own DMing I've noticed players stand up and take notice when allied NPCs are genuinely capable, helpful, and have their own agendas. I'd like to think that sympathetically presented factions could make joining a faction a real perk and maybe even a dilemma as in "X and Y factions really helped us out in the past, but which do I believe in?" Perhaps I'm being idealistic about the capacities of an adventure, however.</p><p></p><p>And <strong>thank you</strong> for your well thought out critique of my poll options <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Hmm. How about: <em>Abstract made manifest - e.g. meet your own mortality or conscience</em>? Does the example help tighten it up?</p><p></p><p></p><p>Yeah, I agree the aesthetics are crucial. And the reason I separated Cant is because there's actually a whole lot of people who really do not like it, even among Planescape fans.</p><p></p><p></p><p>I included this option because it helps me figure out Planescape player types. For example, if there is a group of people who select <em>(*)Wondrous adventure sites, (*)Killing fiends and stealing their stuff, (*)Portals used to instantly get from adventure site A to site B</em>...then I've got a pretty good impression about a subset of Planescape players who see the "Planescape feel" as synonymous with "D&D adventures where adventurers kill monsters and take their stuff...on the planes!"</p><p></p><p>Obviously, my leaning is to the uniqueness of Planescape, but the purpose of the proposed second poll is to help clarify this stuff.</p><p></p><p></p><p>What I'm trying to capture is "the sense of wonder and majesty of the planes" (as described in the Sigil in Beyond booklet). Maybe I can use that instead as a poll option?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6384171, member: 20323"] I have two thoughts. First, if certain players have trouble playing their alignments are they really going to do better playing a faction? Some players do good with having their character defined to a T from the get-go. These players generally do well picking a faction in advance. Some players do good with their characters only a bit defined and then figuring out the character (personality traits, ideals, bonds, flaws) thru play. These players generally don't do well picking a faction (or an alignment!) in advance. It's a play style thing. I'd like to accomodate both styles. Second, the part I [b]emphasized[/b]. I feel that a faction is probably being depicted in a cynical/antagonistic way by the DM if players consistently feel tied down to it or that the faction NPCs are jerks. In my own DMing I've noticed players stand up and take notice when allied NPCs are genuinely capable, helpful, and have their own agendas. I'd like to think that sympathetically presented factions could make joining a faction a real perk and maybe even a dilemma as in "X and Y factions really helped us out in the past, but which do I believe in?" Perhaps I'm being idealistic about the capacities of an adventure, however. And [b]thank you[/b] for your well thought out critique of my poll options :) Hmm. How about: [i]Abstract made manifest - e.g. meet your own mortality or conscience[/i]? Does the example help tighten it up? Yeah, I agree the aesthetics are crucial. And the reason I separated Cant is because there's actually a whole lot of people who really do not like it, even among Planescape fans. I included this option because it helps me figure out Planescape player types. For example, if there is a group of people who select [i](*)Wondrous adventure sites, (*)Killing fiends and stealing their stuff, (*)Portals used to instantly get from adventure site A to site B[/i]...then I've got a pretty good impression about a subset of Planescape players who see the "Planescape feel" as synonymous with "D&D adventures where adventurers kill monsters and take their stuff...on the planes!" Obviously, my leaning is to the uniqueness of Planescape, but the purpose of the proposed second poll is to help clarify this stuff. What I'm trying to capture is "the sense of wonder and majesty of the planes" (as described in the Sigil in Beyond booklet). Maybe I can use that instead as a poll option? [/QUOTE]
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[Planescape] What would you want to see in a Mega-Adventure / Campaign?
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