Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
The Everything Campaign
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Grackle" data-source="post: 1791689" data-attributes="member: 23976"><p>I'm a huge fan of the everything game, but it takes a lot of work. This is pretty much the only way I'll GM a game (and it's probably the reason I suffer GM burnout so much). I take everything that want, mix it together in different proportions, and stir- violently. Sometimes it turns out not-so-good, other times it comes out great. </p><p></p><p>Maybe it's personal preferrence, but I would advise against the plane wandering type campaign. It's hard enough to make the players feel like they're in a real "place" w/o changing it around every adventure. It has sort of a strobe light effect on them. The more you play in one "place" the more depth is added to that setting and the characters as they develop a relationship to/it.</p><p></p><p>As far as the dream/story reality; it already is a fantasy. It's a game. The players won't be shocked to discover that. Imply it, have it be dream-like, have stories be real, but don't break the bubble. I'd say have the world be really surreal, but demand the characters believe, and behave as if it were undeniably real. Even if you never explain how magic and tech and magitech "work," it doesn't matter as long as it seems believable in the game to the characters. They just make their repair:magitech rolls and it gets fixed.</p><p></p><p>Stick to one system you know, and let characters advance normally. Have them fight recurring Villains, and save NPCs. All the normal stuff. Have them make exactly the type of the character they are comfortable with, and want to play, and would like to play for a long time. That helps.</p><p></p><p>Any RPG is about exploring the landscape inside a GMs brain. So no matter how many random ideas you have floating around in there, they'll all have a similar "feel" to your players. It's kinda' all melted together into one whole, or one "place." </p><p></p><p>I feel like I'm not saying what I'm trying to say very well. :\ Does that make sense?</p></blockquote><p></p>
[QUOTE="The Grackle, post: 1791689, member: 23976"] I'm a huge fan of the everything game, but it takes a lot of work. This is pretty much the only way I'll GM a game (and it's probably the reason I suffer GM burnout so much). I take everything that want, mix it together in different proportions, and stir- violently. Sometimes it turns out not-so-good, other times it comes out great. Maybe it's personal preferrence, but I would advise against the plane wandering type campaign. It's hard enough to make the players feel like they're in a real "place" w/o changing it around every adventure. It has sort of a strobe light effect on them. The more you play in one "place" the more depth is added to that setting and the characters as they develop a relationship to/it. As far as the dream/story reality; it already is a fantasy. It's a game. The players won't be shocked to discover that. Imply it, have it be dream-like, have stories be real, but don't break the bubble. I'd say have the world be really surreal, but demand the characters believe, and behave as if it were undeniably real. Even if you never explain how magic and tech and magitech "work," it doesn't matter as long as it seems believable in the game to the characters. They just make their repair:magitech rolls and it gets fixed. Stick to one system you know, and let characters advance normally. Have them fight recurring Villains, and save NPCs. All the normal stuff. Have them make exactly the type of the character they are comfortable with, and want to play, and would like to play for a long time. That helps. Any RPG is about exploring the landscape inside a GMs brain. So no matter how many random ideas you have floating around in there, they'll all have a similar "feel" to your players. It's kinda' all melted together into one whole, or one "place." I feel like I'm not saying what I'm trying to say very well. :\ Does that make sense? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Everything Campaign
Top