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<blockquote data-quote="Mark Hope" data-source="post: 2737495" data-attributes="member: 27051"><p>I was thinking about this on another thread also (the one about Eberron characters wanting to be major players in the game world).</p><p></p><p>I know exactly what you mean - many games are based around the idea of preventing Dreadful Consequences from coming to pass. In many cases, the implication is that there is a vested interest in maintaining the status quo. Plenty of fun games can be had with this model.</p><p></p><p>However, I am firmly of the belief that even better games can be had by shaking up the game-world, by changing major elements of the campaign and by continuing to play in the evolving setting.</p><p></p><p>I used to be of the opinion that major changes to the game-world might very well (as you mentioned) end the campaign, or at least cause me a major headache as a DM. Often, this reluctance to embrace large-scale change arose out of a desire to preserve some cherished aspect of the setting.</p><p></p><p>However, in one game, many, many years ago, events got quite out of hand and rapidly escalated beyond my control as DM. I could have wrenched things back on track one way or the other, but it was one of those situations where it would have been painfully obvious to all concerned that I was railroading things for no good reason other than to maintain the status quo and preserve the predetermined flow of the adventure.</p><p></p><p>So I sat back and let things take their course. The campaign changed utterly (and I mean "flights of dragons come screaming out of the wilderness and lay waste to civilisation"-type utterly). The players loved it. I loved it. It changed the way I look at gaming, DMing and campaigns as a whole forever.</p><p></p><p>Now, when I am faced with the idea of something occuring that might change the gameworld completely, I roll with it. Maybe it will happen, maybe it won't. But the game will survive, evolve and be more dynamic and exciting because of it. Which, after all, is why I play.</p></blockquote><p></p>
[QUOTE="Mark Hope, post: 2737495, member: 27051"] I was thinking about this on another thread also (the one about Eberron characters wanting to be major players in the game world). I know exactly what you mean - many games are based around the idea of preventing Dreadful Consequences from coming to pass. In many cases, the implication is that there is a vested interest in maintaining the status quo. Plenty of fun games can be had with this model. However, I am firmly of the belief that even better games can be had by shaking up the game-world, by changing major elements of the campaign and by continuing to play in the evolving setting. I used to be of the opinion that major changes to the game-world might very well (as you mentioned) end the campaign, or at least cause me a major headache as a DM. Often, this reluctance to embrace large-scale change arose out of a desire to preserve some cherished aspect of the setting. However, in one game, many, many years ago, events got quite out of hand and rapidly escalated beyond my control as DM. I could have wrenched things back on track one way or the other, but it was one of those situations where it would have been painfully obvious to all concerned that I was railroading things for no good reason other than to maintain the status quo and preserve the predetermined flow of the adventure. So I sat back and let things take their course. The campaign changed utterly (and I mean "flights of dragons come screaming out of the wilderness and lay waste to civilisation"-type utterly). The players loved it. I loved it. It changed the way I look at gaming, DMing and campaigns as a whole forever. Now, when I am faced with the idea of something occuring that might change the gameworld completely, I roll with it. Maybe it will happen, maybe it won't. But the game will survive, evolve and be more dynamic and exciting because of it. Which, after all, is why I play. [/QUOTE]
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