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General Tabletop Discussion
*TTRPGs General
What do people think of campaign twists?
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<blockquote data-quote="Korgoth" data-source="post: 4569502" data-attributes="member: 49613"><p>I think that twists should be kept in line with the source material. For example:</p><p></p><p>Premise: "We will be playing a fantasy game inspired by Sword and Sorcery literature".</p><p></p><p>Good Twist: Some or all magic items are actually highly advanced technology from bygone eras; the world is really the far future of Earth.</p><p></p><p>Why is it good?: Because it is a staple of the genre literature and, while revealing a secret about the setting, does not fundamentally alter the play of the game. Your characters are still who they are supposed to be, and doing what they're supposed to be doing. Also, D&D has had robots and trips to Mars since the first version of the books.</p><p></p><p>Bad Twist: Your characters are actually Netrunner avatars in a Cyberpunk game; the monsters you think you're fighting are actually "black IC" and their spells and attacks are actually software applications.</p><p></p><p>Why is it bad?: First, it is not actually in the Sword & Sorcery genre, it is in the Cyberpunk genre that has merely adopted S&S trappings. Conan and Cugel being on Earth in different geologic epochs is S&S; a fantasy hero finding a flying car from a lost civilization is S&S; being a Netrunner avatar is simply not S&S. Second, it makes the characters into something else: your Fighter is actually a hacker; Cindy's Cleric is actually also a hacker, etc. This means that the characters your players made up aren't actually their characters... Konan may look like a Barbarian but really he's a pasty nerdroid with a wire stuck to his head, etc. So their attitudes and purposes are now totally altered from what we originally said they were. The DM should have said "We will be playing Cyberpunk using the D&D rules" or something like that.</p></blockquote><p></p>
[QUOTE="Korgoth, post: 4569502, member: 49613"] I think that twists should be kept in line with the source material. For example: Premise: "We will be playing a fantasy game inspired by Sword and Sorcery literature". Good Twist: Some or all magic items are actually highly advanced technology from bygone eras; the world is really the far future of Earth. Why is it good?: Because it is a staple of the genre literature and, while revealing a secret about the setting, does not fundamentally alter the play of the game. Your characters are still who they are supposed to be, and doing what they're supposed to be doing. Also, D&D has had robots and trips to Mars since the first version of the books. Bad Twist: Your characters are actually Netrunner avatars in a Cyberpunk game; the monsters you think you're fighting are actually "black IC" and their spells and attacks are actually software applications. Why is it bad?: First, it is not actually in the Sword & Sorcery genre, it is in the Cyberpunk genre that has merely adopted S&S trappings. Conan and Cugel being on Earth in different geologic epochs is S&S; a fantasy hero finding a flying car from a lost civilization is S&S; being a Netrunner avatar is simply not S&S. Second, it makes the characters into something else: your Fighter is actually a hacker; Cindy's Cleric is actually also a hacker, etc. This means that the characters your players made up aren't actually their characters... Konan may look like a Barbarian but really he's a pasty nerdroid with a wire stuck to his head, etc. So their attitudes and purposes are now totally altered from what we originally said they were. The DM should have said "We will be playing Cyberpunk using the D&D rules" or something like that. [/QUOTE]
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What do people think of campaign twists?
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