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<blockquote data-quote="Phantarch" data-source="post: 6764608" data-attributes="member: 6801685"><p>I have been playing in an extremely restricted campaign setting for the past 8 years. We take breaks now and again to play different minicampaigns and such, but our main game is a 3.5 game that is essentially limited to Magic of Incarnum and Tome of Battle. And all of the players have really enjoyed it and not had any complaints about being restricted. I think there are a few reasons for this.</p><p></p><p>Firstly, the players were asked if they'd like to play this campaign. Knowing that it was our choice to join in certainly helps (and all of our campaigns tend to start with a pitch for an idea to see if everyone is interested).</p><p></p><p>Secondly, the restrictions were very explicitly laid out from the very beginning, with a ton of in-game information as to why the world was the way it was. Our DM put together a very detailed campaign book explaining it all, so we knew exactly what to expect from the beginning. You didn't have that feeling of asking to play stuff and then being told no, because the expectations were totally laid out before asking what you could and couldn't play.</p><p></p><p>Finally, I think it's knowing that this is one campaign. If the only DMing you will ever do is in your one very restrictive world, you better plan on having a steady rotation of DMs or players. And it doesn't even have to be short term. As I've said, I've been playing this campaign for 8 years. However, taking breaks to play different short campaigns (and different game systems) has been key for increasing player creativity and satisfaction. Also, we are nearing the end of the overall campaign, and looking forward to picking something COMPLETELY different for our next major campaign. This might be equally restrictive and might last for another 8 years, but it won't be the same.</p></blockquote><p></p>
[QUOTE="Phantarch, post: 6764608, member: 6801685"] I have been playing in an extremely restricted campaign setting for the past 8 years. We take breaks now and again to play different minicampaigns and such, but our main game is a 3.5 game that is essentially limited to Magic of Incarnum and Tome of Battle. And all of the players have really enjoyed it and not had any complaints about being restricted. I think there are a few reasons for this. Firstly, the players were asked if they'd like to play this campaign. Knowing that it was our choice to join in certainly helps (and all of our campaigns tend to start with a pitch for an idea to see if everyone is interested). Secondly, the restrictions were very explicitly laid out from the very beginning, with a ton of in-game information as to why the world was the way it was. Our DM put together a very detailed campaign book explaining it all, so we knew exactly what to expect from the beginning. You didn't have that feeling of asking to play stuff and then being told no, because the expectations were totally laid out before asking what you could and couldn't play. Finally, I think it's knowing that this is one campaign. If the only DMing you will ever do is in your one very restrictive world, you better plan on having a steady rotation of DMs or players. And it doesn't even have to be short term. As I've said, I've been playing this campaign for 8 years. However, taking breaks to play different short campaigns (and different game systems) has been key for increasing player creativity and satisfaction. Also, we are nearing the end of the overall campaign, and looking forward to picking something COMPLETELY different for our next major campaign. This might be equally restrictive and might last for another 8 years, but it won't be the same. [/QUOTE]
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