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Playing "Adventurers" As Actual Adventurers
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<blockquote data-quote="GrimCo" data-source="post: 9797502" data-attributes="member: 7044462"><p>I'm thinking more what would play loop look like for long campaign (say 15-20 sessions, 3-4 hours each). Sure, planing is fun, preparations, info gathering, supplies, getting funding, whole shebang. But once expedition starts and you boldly go where no man has gone before. Most expeditions were uneventful, tedious and boring. Long stretches of walking or sailing, with nothing interesting or noteworthy happening, mixed with discomfort, occasional injury or disease that put you out of comission from few days to well, forever ( and playing out dysentery or scurvy isn't really fun), ocassional bad weather that forces you to stay put and just wait, while supplies you brought shrink. Long stretches of boredom, occasional bursts of crisis, and the constant fear that you’ll die from something stupid in horrible way like eating something spoiled or drinking contaminated water and shitting yourself to death (cholera, dysentery). </p><p></p><p>Now, if someone likes that, cool. But most people i know, want games to be fun, they want player agency, they want ability to influence outcomes, to be active participants, not just reactive to what world throws at them. It can work, when it's focused on the interpersonal drama, tension and conflicts.</p></blockquote><p></p>
[QUOTE="GrimCo, post: 9797502, member: 7044462"] I'm thinking more what would play loop look like for long campaign (say 15-20 sessions, 3-4 hours each). Sure, planing is fun, preparations, info gathering, supplies, getting funding, whole shebang. But once expedition starts and you boldly go where no man has gone before. Most expeditions were uneventful, tedious and boring. Long stretches of walking or sailing, with nothing interesting or noteworthy happening, mixed with discomfort, occasional injury or disease that put you out of comission from few days to well, forever ( and playing out dysentery or scurvy isn't really fun), ocassional bad weather that forces you to stay put and just wait, while supplies you brought shrink. Long stretches of boredom, occasional bursts of crisis, and the constant fear that you’ll die from something stupid in horrible way like eating something spoiled or drinking contaminated water and shitting yourself to death (cholera, dysentery). Now, if someone likes that, cool. But most people i know, want games to be fun, they want player agency, they want ability to influence outcomes, to be active participants, not just reactive to what world throws at them. It can work, when it's focused on the interpersonal drama, tension and conflicts. [/QUOTE]
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