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Why we like plot: Our Job as DMs
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<blockquote data-quote="Ariosto" data-source="post: 5013128" data-attributes="member: 80487"><p>Or triple, or more! Of course, that depends on a kind of extended campaign. In Hussar's mode of play, for instance, there might not be so much opportunity.</p><p></p><p>That might be good for another thread: "Why We Like Character: Our Job as DMs".</p><p></p><p>People and places in a game gain character over the course of extended interaction in play. Relationships and histories emerge organically, as players enter into them.</p><p></p><p>I do not sit down and write a "module" text about each bit of my campaign environment. Even if I plan to run a set scenario, I'm not trying to explain to <em>someone else</em> how to run it!</p><p></p><p>Most of the time, I am not doing anything of the sort -- so the more a module is written with assumptions demanding that things bend to them, the more work it is to integrate into an ongoing campaign. Just because a handy "hook" or framing background is provided, though, does not mean that it's going to pose such difficulties.</p><p></p><p>Also a "one off" can be a pleasant diversion from campaign play. The DM not only can say, "Okay, guys, here's the challenge -- go to it!", but can also feel free really to cut loose. Losing pre-generated characters to the Vaults of Inexorable Doom is more of a lark than losing regular PCs. A single adventure with 29th-level characters might be more fun than having them in an extended campaign.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5013128, member: 80487"] Or triple, or more! Of course, that depends on a kind of extended campaign. In Hussar's mode of play, for instance, there might not be so much opportunity. That might be good for another thread: "Why We Like Character: Our Job as DMs". People and places in a game gain character over the course of extended interaction in play. Relationships and histories emerge organically, as players enter into them. I do not sit down and write a "module" text about each bit of my campaign environment. Even if I plan to run a set scenario, I'm not trying to explain to [i]someone else[/i] how to run it! Most of the time, I am not doing anything of the sort -- so the more a module is written with assumptions demanding that things bend to them, the more work it is to integrate into an ongoing campaign. Just because a handy "hook" or framing background is provided, though, does not mean that it's going to pose such difficulties. Also a "one off" can be a pleasant diversion from campaign play. The DM not only can say, "Okay, guys, here's the challenge -- go to it!", but can also feel free really to cut loose. Losing pre-generated characters to the Vaults of Inexorable Doom is more of a lark than losing regular PCs. A single adventure with 29th-level characters might be more fun than having them in an extended campaign. [/QUOTE]
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