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<blockquote data-quote="mazzoli" data-source="post: 5900425" data-attributes="member: 6687941"><p>That wouldn't be following rule of cool, now would it? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The campaign world is definitely not "Old Earth-like Tymes". The party has solved a Victorian-style ballroom murder mystery, plundered an Indiana Jones style temple, molested an airship, killed a mob boss wearing a suit of magically powered armor and defeated a demon infestation of common farm animals.</p><p></p><p>I have little to no patience for low fantasy and work hard to keep my players entertained with ridiculously over-the-top scenarios, which is part of the problem. These things are hard to come up with consistently and they just don't do anything to provide even the basics of connection between each adventure, so it's taxing trying to tie everything together.</p><p></p><p>I think I've got a good idea of how I'm going to proceed from here, but if we want to turn this into a more open-ended discussion of player types and how to tailor games for them, that sounds good.</p></blockquote><p></p>
[QUOTE="mazzoli, post: 5900425, member: 6687941"] That wouldn't be following rule of cool, now would it? ;) The campaign world is definitely not "Old Earth-like Tymes". The party has solved a Victorian-style ballroom murder mystery, plundered an Indiana Jones style temple, molested an airship, killed a mob boss wearing a suit of magically powered armor and defeated a demon infestation of common farm animals. I have little to no patience for low fantasy and work hard to keep my players entertained with ridiculously over-the-top scenarios, which is part of the problem. These things are hard to come up with consistently and they just don't do anything to provide even the basics of connection between each adventure, so it's taxing trying to tie everything together. I think I've got a good idea of how I'm going to proceed from here, but if we want to turn this into a more open-ended discussion of player types and how to tailor games for them, that sounds good. [/QUOTE]
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