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General Tabletop Discussion
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Possible different types of adventures.
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<blockquote data-quote="JoeGKushner" data-source="post: 4950140" data-attributes="member: 1129"><p>Organic adventurers would be very difficult to write because they would depend almost wholly on how the Game Master runs his players through things.</p><p></p><p>For example, some of the things I keep hearing about are wanting more motivations and roles and options for NPCs. Most NPCs that the players are going to interact with fall into enemy or ally and for the ally part, most of those fall into patron or background/quest giver.</p><p></p><p>To get into something that would provide a lot of options for a GM would almost be like releasing a book of NPCs with numerous plots and complications that would link them together.</p><p></p><p>The problem is that it's a 'spider' web type relationship and D&D is fairly a straight up game where level advancement is the true currency of the game.</p><p></p><p>Having X happen in stage Y and not effect other parts of the 'adventure' would require the GM to have numerous sets of generic stats so that when players had to react in the game towards the individuals, that there would be an appropriate level encounter for them.</p><p></p><p>In games like GURPS or Hero, while that's true to a point, it's certainly not as ingrained in the game system. A 10th level character and a 20th level character are as different asn ight and day while a 250 point character isn't as powerful as a 275 but they're still in the same.... sphere.</p><p></p><p>Building non-Dungeon related adventurers would rely on the Game Master being willing to run the campaign more along the veins of open sourced material ala 2nd edition where there were numerous things like the Site books or the various guild books based on the classes with numerous background details and a few bits of crunch.</p><p></p><p>The problem in those though, is do most games stick together long enough to make running them worth while? Is the GM going to have the same crop of players to allow an 'organic' published campaign to thrive?</p><p></p><p>One of the strengths of 4e is it's very 'sit down and play' nature. Non-dungeon crawls work heavily against that grain.</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 4950140, member: 1129"] Organic adventurers would be very difficult to write because they would depend almost wholly on how the Game Master runs his players through things. For example, some of the things I keep hearing about are wanting more motivations and roles and options for NPCs. Most NPCs that the players are going to interact with fall into enemy or ally and for the ally part, most of those fall into patron or background/quest giver. To get into something that would provide a lot of options for a GM would almost be like releasing a book of NPCs with numerous plots and complications that would link them together. The problem is that it's a 'spider' web type relationship and D&D is fairly a straight up game where level advancement is the true currency of the game. Having X happen in stage Y and not effect other parts of the 'adventure' would require the GM to have numerous sets of generic stats so that when players had to react in the game towards the individuals, that there would be an appropriate level encounter for them. In games like GURPS or Hero, while that's true to a point, it's certainly not as ingrained in the game system. A 10th level character and a 20th level character are as different asn ight and day while a 250 point character isn't as powerful as a 275 but they're still in the same.... sphere. Building non-Dungeon related adventurers would rely on the Game Master being willing to run the campaign more along the veins of open sourced material ala 2nd edition where there were numerous things like the Site books or the various guild books based on the classes with numerous background details and a few bits of crunch. The problem in those though, is do most games stick together long enough to make running them worth while? Is the GM going to have the same crop of players to allow an 'organic' published campaign to thrive? One of the strengths of 4e is it's very 'sit down and play' nature. Non-dungeon crawls work heavily against that grain. [/QUOTE]
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