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What is a D&D campaign to you?
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<blockquote data-quote="Sword of Spirit" data-source="post: 6093552" data-attributes="member: 6677017"><p>I'm noticing that I come from a different background as to what I think of when I think of a D&D campaign than that of my other DM friend.</p><p></p><p>Since I've nailed down this perspective, I'd like to see if I'm in a rare minority in my conception and how much ideas of what a campaign means have changed over time.</p><p></p><p>My friend views a campaign as a storyline. He usually comes up with a lot of campaign ideas, and is fine if it lasts a year or so (considering that a long campaign) or even shorter if it is intended to be a shorter campaign. Because he is always a few campaign ideas ahead of what we are currently playing, he supports characters with very unique concepts that might only work well in certain scenarios. The campaign covers a short time period in the game world also, anything from a few days to a couple of years, and follow-up campaigns with the same characters are completely possible. In short, a campaign for him is like a good long movie trilogy or series, say Lord of the Rings or Harry Potter.</p><p></p><p>My background goes back a few years earlier than his, into the misty depths of AD&D 2e...</p><p></p><p>My perspective on a campaign is more along the lines of a Sim D&DWorld. When I think of a D&D campaign, the first thing that comes to mind is a group of people playing with the same characters for 20 years, going everywhere in the setting, encountering everything in the monster manuals, running every sort of adventure imaginable, and having an effect on the evolution of the game world. It's a cradle to the grave experience for the characters, who should probably be flexible enough to participate in a variety of different scenarios (rather than just dungeon crawl or political or pirate.) People might move in or out of the group, some characters may leave play and be replaced by others, but the campaign isn't over until we've reached max level and are completely finished with the characters. If they ever show up again they will be as epic NPCs or deities. Kind of like a very long episodic TV series, say Stargate SG1 for a basic gist.</p><p></p><p>For some reason, I've come from a perspective that my idea would be listed as "Frequency: Common" in the Idea Manual, rather than "Frequency: Very Rare." But I've begun to wonder if I'm mistaken in that assumption.</p><p></p><p>It's fun either way, but I'm interested in hearing from others. What has been your experience with, and more importantly, your <em>conception of</em> D&D campaigns?</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6093552, member: 6677017"] I'm noticing that I come from a different background as to what I think of when I think of a D&D campaign than that of my other DM friend. Since I've nailed down this perspective, I'd like to see if I'm in a rare minority in my conception and how much ideas of what a campaign means have changed over time. My friend views a campaign as a storyline. He usually comes up with a lot of campaign ideas, and is fine if it lasts a year or so (considering that a long campaign) or even shorter if it is intended to be a shorter campaign. Because he is always a few campaign ideas ahead of what we are currently playing, he supports characters with very unique concepts that might only work well in certain scenarios. The campaign covers a short time period in the game world also, anything from a few days to a couple of years, and follow-up campaigns with the same characters are completely possible. In short, a campaign for him is like a good long movie trilogy or series, say Lord of the Rings or Harry Potter. My background goes back a few years earlier than his, into the misty depths of AD&D 2e... My perspective on a campaign is more along the lines of a Sim D&DWorld. When I think of a D&D campaign, the first thing that comes to mind is a group of people playing with the same characters for 20 years, going everywhere in the setting, encountering everything in the monster manuals, running every sort of adventure imaginable, and having an effect on the evolution of the game world. It's a cradle to the grave experience for the characters, who should probably be flexible enough to participate in a variety of different scenarios (rather than just dungeon crawl or political or pirate.) People might move in or out of the group, some characters may leave play and be replaced by others, but the campaign isn't over until we've reached max level and are completely finished with the characters. If they ever show up again they will be as epic NPCs or deities. Kind of like a very long episodic TV series, say Stargate SG1 for a basic gist. For some reason, I've come from a perspective that my idea would be listed as "Frequency: Common" in the Idea Manual, rather than "Frequency: Very Rare." But I've begun to wonder if I'm mistaken in that assumption. It's fun either way, but I'm interested in hearing from others. What has been your experience with, and more importantly, your [I]conception of[/I] D&D campaigns? [/QUOTE]
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