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Who Actually Has Time for Bloated Adventures?
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<blockquote data-quote="BrokenTwin" data-source="post: 8987677" data-attributes="member: 7017978"><p>Generally, when running a Paizo AP-style campaign, there's the implicit or explicit understanding that the campaign is generally linear, and the players play along with the plot beats to see the exciting set pieces and epic conclusion. Joining a game in this style just to run it off-track in this manner is a breach of the social contract of the game.</p><p></p><p>Which makes designing that style of game a lot harder than I think people give credit for. Your plot beats and twists HAVE to make sense, or the players' suspension of disbelief is going to get shattered. I remember when we first tried playing a D&D 5e campaign and our level 1 characters start the adventure outside a city actively being invaded by a massive army backed up by dragons. And the adventure assumes you're going to run into the city despite giving no in-world justification that doing so is anything other than a suicide mission.</p></blockquote><p></p>
[QUOTE="BrokenTwin, post: 8987677, member: 7017978"] Generally, when running a Paizo AP-style campaign, there's the implicit or explicit understanding that the campaign is generally linear, and the players play along with the plot beats to see the exciting set pieces and epic conclusion. Joining a game in this style just to run it off-track in this manner is a breach of the social contract of the game. Which makes designing that style of game a lot harder than I think people give credit for. Your plot beats and twists HAVE to make sense, or the players' suspension of disbelief is going to get shattered. I remember when we first tried playing a D&D 5e campaign and our level 1 characters start the adventure outside a city actively being invaded by a massive army backed up by dragons. And the adventure assumes you're going to run into the city despite giving no in-world justification that doing so is anything other than a suicide mission. [/QUOTE]
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