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What do you want from a campaign setting?
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<blockquote data-quote="Wil" data-source="post: 2773689" data-attributes="member: 3502"><p>When done well, it can be great. <em>Tribe 8</em> has two entire campaigns that advance a metaplot and, while they are not without their problems (mostly in terms of pacing, some amount of railroading and some inconsistencies in tone and direction) what they do right is provide opportunities for the PCs to be the center of attention. Of course, if you're writing for an audience that is used to "dungeon adventures" and DMs that need everything spelled out it winds up being an enormous task to write and coordinate - the Cycle books for Tribe 8 assume that the GM is going to do some legwork and may even completely rewrite it. As such, there are few characters (and sometimes even events) that are integral to the story continuing. If I were to write a long prepublished campaign, that would be the way I'd do it - relatively freeform, identifying the major players, who they can be replaced with if necessary, as instead of identifying concrete places for events to happen ("When you reach #3 on the Wilderness Map, this happens..."), identify just the event itself (what's important about it, what effects it will have, locations it could happen).</p><p></p><p>I'm sure I'm not the only one that when running a prepublished adventure and, when the PCs don't go to the tavern where they get their important information, I move the event to where the PCs did go. Published campaigns that anticipate a GM will have to do this, and provide information to allow them to, are ones that are the best in my experience.</p></blockquote><p></p>
[QUOTE="Wil, post: 2773689, member: 3502"] When done well, it can be great. [i]Tribe 8[/i] has two entire campaigns that advance a metaplot and, while they are not without their problems (mostly in terms of pacing, some amount of railroading and some inconsistencies in tone and direction) what they do right is provide opportunities for the PCs to be the center of attention. Of course, if you're writing for an audience that is used to "dungeon adventures" and DMs that need everything spelled out it winds up being an enormous task to write and coordinate - the Cycle books for Tribe 8 assume that the GM is going to do some legwork and may even completely rewrite it. As such, there are few characters (and sometimes even events) that are integral to the story continuing. If I were to write a long prepublished campaign, that would be the way I'd do it - relatively freeform, identifying the major players, who they can be replaced with if necessary, as instead of identifying concrete places for events to happen ("When you reach #3 on the Wilderness Map, this happens..."), identify just the event itself (what's important about it, what effects it will have, locations it could happen). I'm sure I'm not the only one that when running a prepublished adventure and, when the PCs don't go to the tavern where they get their important information, I move the event to where the PCs did go. Published campaigns that anticipate a GM will have to do this, and provide information to allow them to, are ones that are the best in my experience. [/QUOTE]
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