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*Dungeons & Dragons
What is a "Campaign" to you?
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<blockquote data-quote="Sword of Spirit" data-source="post: 6549800" data-attributes="member: 6677017"><p>In my <em>definition</em> a campaign is a multi-session D&D play experience possessing continuity.</p><p></p><p><u>Continuity is Required</u> and can be of one or more of the following:</p><p> a) Of <strong>characters</strong> (the same character doing any number of things in the world, together or apart)</p><p> b) Of <strong>party</strong>, where PCs may come and go but the party remains</p><p> c) Of a <strong>defining campaign element</strong>--perhaps it is based around an everchanging and unconnected roster of PCs and parties attempting to defeat the evil empire</p><p> d) Of <strong>NPCs</strong>, which may serve as patrons, villains, or other connections for various groups of PCs</p><p></p><p><u>It Often Has</u>, but does not require:</p><p> a) A guiding or defining <strong>plot</strong></p><p> b) A <strong>theme</strong></p><p> c) A consistent <strong>setting</strong></p><p></p><p>Now, my <em>impression</em> of what a campaign is when I hear the word involves:</p><p>1. Multi-year play. If it isn't at least 2 or 3 years I have a hard time conceptualizing it as a real campaign.</p><p>2. Significant chunk of the characters' lives. If it's just a single adventure, I also have a hard time seeing it as a campaign.</p><p>3. More than a single story. Again, if it's just one long story, it's more of a long adventure than a campaign to me. A meta-plot that runs throughout the campaign is fine though.</p><p></p><p>My <em>preferred style</em> of campaign involves:</p><p>1. Many years of play. While it's still something I'm looking forward to, I get a twinge of envy when I heard grognards talk about their campaigns that are still running after 20+ years.</p><p>2. The entire adventuring life of the characters. While you might start at a higher level than 1st, once it gets going I expect a campaign to take characters to retirement (whether that means becoming rulers or gods, or just becoming <em>old</em> and passing their swords on to their grandkids).</p><p>3. A "Sim Adventurer/Hero" feel. I want a campaign to feel less like an attempt to tell a story, and more like characters carving out their way in the world. That doesn't mean they can't be heroes, or that there can't be a defining meta-plot, or even that a literary quality story can't evolve naturally, but what it does mean is that they aren't beholden to it, and can do whatever they want in a world that feels like it exists beyond their own choices (which is why I almost always make extensive use of random tables--so that I can be surprised as the DM too!)</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6549800, member: 6677017"] In my [I]definition[/I] a campaign is a multi-session D&D play experience possessing continuity. [U]Continuity is Required[/U] and can be of one or more of the following: a) Of [B]characters[/B] (the same character doing any number of things in the world, together or apart) b) Of [B]party[/B], where PCs may come and go but the party remains c) Of a [B]defining campaign element[/B]--perhaps it is based around an everchanging and unconnected roster of PCs and parties attempting to defeat the evil empire d) Of [B]NPCs[/B], which may serve as patrons, villains, or other connections for various groups of PCs [U]It Often Has[/U], but does not require: a) A guiding or defining [B]plot[B][/B][/B] b) A [B]theme[/B] c) A consistent [B]setting[/B] Now, my [I]impression[/I] of what a campaign is when I hear the word involves: 1. Multi-year play. If it isn't at least 2 or 3 years I have a hard time conceptualizing it as a real campaign. 2. Significant chunk of the characters' lives. If it's just a single adventure, I also have a hard time seeing it as a campaign. 3. More than a single story. Again, if it's just one long story, it's more of a long adventure than a campaign to me. A meta-plot that runs throughout the campaign is fine though. My [I]preferred style[/i] of campaign involves: 1. Many years of play. While it's still something I'm looking forward to, I get a twinge of envy when I heard grognards talk about their campaigns that are still running after 20+ years. 2. The entire adventuring life of the characters. While you might start at a higher level than 1st, once it gets going I expect a campaign to take characters to retirement (whether that means becoming rulers or gods, or just becoming [I]old[/I] and passing their swords on to their grandkids). 3. A "Sim Adventurer/Hero" feel. I want a campaign to feel less like an attempt to tell a story, and more like characters carving out their way in the world. That doesn't mean they can't be heroes, or that there can't be a defining meta-plot, or even that a literary quality story can't evolve naturally, but what it does mean is that they aren't beholden to it, and can do whatever they want in a world that feels like it exists beyond their own choices (which is why I almost always make extensive use of random tables--so that I can be surprised as the DM too!) [/QUOTE]
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What is a "Campaign" to you?
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