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Why we like plot: Our Job as DMs
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<blockquote data-quote="Hussar" data-source="post: 5013910" data-attributes="member: 22779"><p>A later thought occurred and I wanted to add it here:</p><p></p><p></p><p></p><p>There's another obvious answer here as well. End the campaign and start a new one.</p><p></p><p>I don't know if I said it here or not, but, IMO, story based campaigns are SHORT. You have a specific story arc in mind, a specific theme (or themes) to explore and some pretty specific goals. There's nothing wrong, in my mind, with a campaign lasting six to eight weeks. </p><p></p><p>This might also go a long way to explaining the differences we're seeing here in approach. I do think a sandbox campaign is probably better for campaigns that are intended to last a long time. A plot based campaign is better suited for campaigns that have a fairly short half life - rarely more than a year IMO.</p><p></p><p>Like all things, it comes down to what the group wants to get out of the experience. A lengthy campaign where the players are given a great deal of freedom, but, the world is fairly generic in that it is not built upon any specific group or group of players, or; a campaign that is much shorter, but is specific to the group and/or the characters they are playing.</p><p></p><p>And, a disclaimer. I in no way am saying that one is better than the other in any sort of objective way. Currently, I like shorter, plot heavy games as a GM. A couple of years from now, that could swing back the other way.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5013910, member: 22779"] A later thought occurred and I wanted to add it here: There's another obvious answer here as well. End the campaign and start a new one. I don't know if I said it here or not, but, IMO, story based campaigns are SHORT. You have a specific story arc in mind, a specific theme (or themes) to explore and some pretty specific goals. There's nothing wrong, in my mind, with a campaign lasting six to eight weeks. This might also go a long way to explaining the differences we're seeing here in approach. I do think a sandbox campaign is probably better for campaigns that are intended to last a long time. A plot based campaign is better suited for campaigns that have a fairly short half life - rarely more than a year IMO. Like all things, it comes down to what the group wants to get out of the experience. A lengthy campaign where the players are given a great deal of freedom, but, the world is fairly generic in that it is not built upon any specific group or group of players, or; a campaign that is much shorter, but is specific to the group and/or the characters they are playing. And, a disclaimer. I in no way am saying that one is better than the other in any sort of objective way. Currently, I like shorter, plot heavy games as a GM. A couple of years from now, that could swing back the other way. [/QUOTE]
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