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Putting Adventure First
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<blockquote data-quote="Lanefan" data-source="post: 3562991" data-attributes="member: 29398"><p>Is that because you move around a lot, or just keep losing players?Yep, 18-24 months is short by my definition...barely getting started, really. <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=":)" />I couldn't disagree more. If they've dropped the original adventure path, one has to assume it's because they've found something more interesting to do...which is anything *but* a failure as it means they've bought into more than just your adventure path, they've bought into the whole setting. So, you start winging it.....Highly variable. Sometimes, the players just go where they like and maybe even set their own goals. Other times, a goal has to club them upside the head before they do anything at all...depends on the players.You would probably not be playing the same character for 10 years, for several reasons: it'd die, or you'd retire it, or something might happen that'd massively change it (alignment change, gender change, whatever)...but if you wanted to, and it survived, and you stayed in the game all the way through, you could. Ditto for DM'ing...even with the same group of players, sometimes I need a program to tell what characters are in from one adventure to the next. The *campaign* is bigger than all these. Players come and players go, characters come and characters go, but the campaign - same DM, same world, same identifyable party or parties - trundles on.</p><p></p><p>An analogy might be a train. It leaves Vancouver with a bunch of people on it. It stops in Kamloops, some get off, some get on. It stops in Banff, same thing. And Calgary. And Regina. And Winnipeg, and so on...until by the time it gets to Toronto quite possibly none of the people that got on in Vancouver remain to get off. But <strong>it's the same train</strong>! The only difference between the train and a long campaign is that in a long campaign sometimes characters retire and then rejoin later...analogy would be someone getting off the train in Calgary, then flying ahead to Winnipeg and getting back on it there...</p><p></p><p>And as for coming up with unique experiences...you're most likely already doing that, except breaking them down into smaller campaigns. Look at the last several campaigns you've run and you'll probably realize that with some tweaking (and a vast slow-down in advancement rate) they could all have been combined into one great big one... <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>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3562991, member: 29398"] Is that because you move around a lot, or just keep losing players?Yep, 18-24 months is short by my definition...barely getting started, really. :)I couldn't disagree more. If they've dropped the original adventure path, one has to assume it's because they've found something more interesting to do...which is anything *but* a failure as it means they've bought into more than just your adventure path, they've bought into the whole setting. So, you start winging it.....Highly variable. Sometimes, the players just go where they like and maybe even set their own goals. Other times, a goal has to club them upside the head before they do anything at all...depends on the players.You would probably not be playing the same character for 10 years, for several reasons: it'd die, or you'd retire it, or something might happen that'd massively change it (alignment change, gender change, whatever)...but if you wanted to, and it survived, and you stayed in the game all the way through, you could. Ditto for DM'ing...even with the same group of players, sometimes I need a program to tell what characters are in from one adventure to the next. The *campaign* is bigger than all these. Players come and players go, characters come and characters go, but the campaign - same DM, same world, same identifyable party or parties - trundles on. An analogy might be a train. It leaves Vancouver with a bunch of people on it. It stops in Kamloops, some get off, some get on. It stops in Banff, same thing. And Calgary. And Regina. And Winnipeg, and so on...until by the time it gets to Toronto quite possibly none of the people that got on in Vancouver remain to get off. But [B]it's the same train[/B]! The only difference between the train and a long campaign is that in a long campaign sometimes characters retire and then rejoin later...analogy would be someone getting off the train in Calgary, then flying ahead to Winnipeg and getting back on it there... And as for coming up with unique experiences...you're most likely already doing that, except breaking them down into smaller campaigns. Look at the last several campaigns you've run and you'll probably realize that with some tweaking (and a vast slow-down in advancement rate) they could all have been combined into one great big one... :) Lanefan [/QUOTE]
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