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General Tabletop Discussion
*Dungeons & Dragons
The Value of Being Factionless
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<blockquote data-quote="skerritthegreen" data-source="post: 6760284" data-attributes="member: 70203"><p>Can't do that as WOTC specifically wants to explore all the different locales around the Moonsea, but we can go back. For example, in season 4 we will see some of the adventures going back to Phlan to deal with that situation and hopefully try to liberate the town. </p><p></p><p></p><p></p><p>Interestingly this is the exact opposite of the posts we got when we announced that there would be factions ("there better not be conflict between factions cause I hate pvp", "there better not be mods where you can't play if you're not in a faction cause I want to play everything", etc...). We could do more with the faction contacts and we could do more with "this encounter only exists if there is a member of X," however.</p><p></p><p></p><p></p><p>We are general 1-2 seasons out. We know the general theme of what's 2 seasons out and are working on 1 season out (so for example we have season 4 completely planned and are partway through it now). </p><p></p><p>How would you deal with the story baggage issues that create issues to new players. For example in LG if you were a new player in year 5, you walked into a regional adventure with 5-7 important NPCs who you are supposed to have 4 years of history with and a dozen or so adventures who's histories you need to know and in the end it was pretty complicated for a lot of people. If we did do a five year arc where almost every Expedition matter that you played it with one of your PCs so you knew what was going on, I am curious to suggests on how you help new players into the campaign without saying go read a few hours worth of backstory and then maybe you'll be ready to play? AL is trying to strike a middle ground, though apparently not successfully. </p><p></p><p>Some NPCs have been following you from season to season (in addition to the faction contacts), and when one dies a new one often takes their place. DO you think it would be superior to just pick two or three and have at least one of them be in every adventure and it basically be about them and you helping them through their story? (which hopefully is about liking/helping the same thing that you want)</p></blockquote><p></p>
[QUOTE="skerritthegreen, post: 6760284, member: 70203"] Can't do that as WOTC specifically wants to explore all the different locales around the Moonsea, but we can go back. For example, in season 4 we will see some of the adventures going back to Phlan to deal with that situation and hopefully try to liberate the town. Interestingly this is the exact opposite of the posts we got when we announced that there would be factions ("there better not be conflict between factions cause I hate pvp", "there better not be mods where you can't play if you're not in a faction cause I want to play everything", etc...). We could do more with the faction contacts and we could do more with "this encounter only exists if there is a member of X," however. We are general 1-2 seasons out. We know the general theme of what's 2 seasons out and are working on 1 season out (so for example we have season 4 completely planned and are partway through it now). How would you deal with the story baggage issues that create issues to new players. For example in LG if you were a new player in year 5, you walked into a regional adventure with 5-7 important NPCs who you are supposed to have 4 years of history with and a dozen or so adventures who's histories you need to know and in the end it was pretty complicated for a lot of people. If we did do a five year arc where almost every Expedition matter that you played it with one of your PCs so you knew what was going on, I am curious to suggests on how you help new players into the campaign without saying go read a few hours worth of backstory and then maybe you'll be ready to play? AL is trying to strike a middle ground, though apparently not successfully. Some NPCs have been following you from season to season (in addition to the faction contacts), and when one dies a new one often takes their place. DO you think it would be superior to just pick two or three and have at least one of them be in every adventure and it basically be about them and you helping them through their story? (which hopefully is about liking/helping the same thing that you want) [/QUOTE]
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