Primitive Screwhead
First Post
I think the 'gaining levels' camp is short hand for 'attain personal goal'... not nessesarily levels.
I say this as the longest running campaign I have been in, and still will be if the group ever re-assembles, is a 5 year long SW game. My characters goal was to be confident at calling Boba Fett out for a quickdraw contest in some deserted wasteland town. His EE3 vs my DL-44 {modified}
Almost made it too.. then the rat goes and infiltrates our group and ends up underprepared for the rapid decompression as we departed the bridge of a Star Destroyer. Last seen he was smoking a cigar on the captains chair while the the detontors blinked off the last seconds of the bulkhead.... and his life.
In a game that has no 'levels', the two things that kept us playing was attaining special abilities or skills.. and the challenge of defeating the nasty bad guys that kept showing up.
It helped alot that the 8 main PC's all had side plots that they had devoted time and energy into.. which was also where most of the bad guys kept coming from
In a game that has levels, the goal can be the level itself... more of a metagame thing to me. YMMV
In a good campaign, the setting becomes 'home'.. with players able to talk about the whats and where for years after. Continuing the impact to other campaigns reinforces this.. which is why Night City in my game will always have a monument where the Akatemi Tower came down that one fateful night. Officially the monument is for the victims of the Third Corperate War. Unofficially, there is a lazer ingraving on the back that says 'It Leaned!'
I say this as the longest running campaign I have been in, and still will be if the group ever re-assembles, is a 5 year long SW game. My characters goal was to be confident at calling Boba Fett out for a quickdraw contest in some deserted wasteland town. His EE3 vs my DL-44 {modified}

Almost made it too.. then the rat goes and infiltrates our group and ends up underprepared for the rapid decompression as we departed the bridge of a Star Destroyer. Last seen he was smoking a cigar on the captains chair while the the detontors blinked off the last seconds of the bulkhead.... and his life.
In a game that has no 'levels', the two things that kept us playing was attaining special abilities or skills.. and the challenge of defeating the nasty bad guys that kept showing up.
It helped alot that the 8 main PC's all had side plots that they had devoted time and energy into.. which was also where most of the bad guys kept coming from

In a game that has levels, the goal can be the level itself... more of a metagame thing to me. YMMV
In a good campaign, the setting becomes 'home'.. with players able to talk about the whats and where for years after. Continuing the impact to other campaigns reinforces this.. which is why Night City in my game will always have a monument where the Akatemi Tower came down that one fateful night. Officially the monument is for the victims of the Third Corperate War. Unofficially, there is a lazer ingraving on the back that says 'It Leaned!'
