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What is THE NEXT BIG THING?
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<blockquote data-quote="Kaodi" data-source="post: 3300329" data-attributes="member: 1231"><p>What about an actual campaign? You know, with a real story? Design the most kick-ass, amazing dungeon campaign, designed to take players from levels 1-8, with each level introducing increasing degrees of complexity to both the game, and the story. The first level would play mostly like a dungeon hack, but if you play into the second level, a story begins to unfold. All characters have preset stats, so its as simply as choosing a mini (included with the game), writing down the appropriate stats, are get going. Limit monsters to their average stats for simplicity. Everything you need to play this campaign should be included, and it should be designed so that even a veteran gamer can appreciate the campaign. You really need something that will become a classic. The story should have a decisive ending.</p><p></p><p>A second set, for levels 9-15, picks up on the adventures outside of the dungeon, and following the same principle, keeps showcasing the ever increasing number of mechanic we all know and love, <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />. Here, where as you gave characters all of their relevant stats in the first set, from here on out they are expected to level up their characters themselves. Include a predetermined progression, but try to emphasive doing it yourself. In this, the story should measure up to any other campaign. </p><p></p><p>Of course, each of these adventures should be flexible, and should be able to be traversed by any combination of characters (though some areas might require a certain class, which would hopefully encourage playing through a second time). The minis should be unique designs, not found in any other product. </p><p></p><p>I guess this is mostly just a rehash of older suggestions, but hopefully its a little more refined. The idea is to build a product that can be an simpler introduction for beginners AND an enjoyable adventure for people with experience, who would be fine making their own characters. Instead of making adventures using " D&D Lite " make " D&D Lite " using an adventure.</p></blockquote><p></p>
[QUOTE="Kaodi, post: 3300329, member: 1231"] What about an actual campaign? You know, with a real story? Design the most kick-ass, amazing dungeon campaign, designed to take players from levels 1-8, with each level introducing increasing degrees of complexity to both the game, and the story. The first level would play mostly like a dungeon hack, but if you play into the second level, a story begins to unfold. All characters have preset stats, so its as simply as choosing a mini (included with the game), writing down the appropriate stats, are get going. Limit monsters to their average stats for simplicity. Everything you need to play this campaign should be included, and it should be designed so that even a veteran gamer can appreciate the campaign. You really need something that will become a classic. The story should have a decisive ending. A second set, for levels 9-15, picks up on the adventures outside of the dungeon, and following the same principle, keeps showcasing the ever increasing number of mechanic we all know and love, :D. Here, where as you gave characters all of their relevant stats in the first set, from here on out they are expected to level up their characters themselves. Include a predetermined progression, but try to emphasive doing it yourself. In this, the story should measure up to any other campaign. Of course, each of these adventures should be flexible, and should be able to be traversed by any combination of characters (though some areas might require a certain class, which would hopefully encourage playing through a second time). The minis should be unique designs, not found in any other product. I guess this is mostly just a rehash of older suggestions, but hopefully its a little more refined. The idea is to build a product that can be an simpler introduction for beginners AND an enjoyable adventure for people with experience, who would be fine making their own characters. Instead of making adventures using " D&D Lite " make " D&D Lite " using an adventure. [/QUOTE]
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