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<blockquote data-quote="MerricB" data-source="post: 5090669" data-attributes="member: 3586"><p>Actually, it's quite interesting to see how 2E did "follow" the advice: certainly you have a variety of different settings, several of which can be reached by characters in a standard Greyhawk campaign. Some of those settings - esp. Ravenloft and Spelljammer - are specifically designed to be used as an adjunct to the main campaign (although, alas, Ravenloft became a bit too much of its own thing), and then you have the greater development of the planes in the Blood War and Planescape.</p><p></p><p>Meanwhile, one could rarely describe 1e & 2e adventures as being lacking in context - slavers, giants, great plagues, barbarian invasions... all of these are more than just "go into the dungeon and get gold."</p><p></p><p>Where 2e adventures (in particular) get tripped up is in letting its players have the freedom to choose sides; this is not true of all, but certainly of many... but, let's face it, it's somewhat true of most adventures since G1!</p><p></p><p>Given all of this... why still 1 year campaigns?</p><p></p><p>And then, what of the exceptions - what makes them special? (And could they be possibly called a sequence of shorter campaigns in the same world?)</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 5090669, member: 3586"] Actually, it's quite interesting to see how 2E did "follow" the advice: certainly you have a variety of different settings, several of which can be reached by characters in a standard Greyhawk campaign. Some of those settings - esp. Ravenloft and Spelljammer - are specifically designed to be used as an adjunct to the main campaign (although, alas, Ravenloft became a bit too much of its own thing), and then you have the greater development of the planes in the Blood War and Planescape. Meanwhile, one could rarely describe 1e & 2e adventures as being lacking in context - slavers, giants, great plagues, barbarian invasions... all of these are more than just "go into the dungeon and get gold." Where 2e adventures (in particular) get tripped up is in letting its players have the freedom to choose sides; this is not true of all, but certainly of many... but, let's face it, it's somewhat true of most adventures since G1! Given all of this... why still 1 year campaigns? And then, what of the exceptions - what makes them special? (And could they be possibly called a sequence of shorter campaigns in the same world?) Cheers! [/QUOTE]
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