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You're doing what? Surprising the DM
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<blockquote data-quote="Hussar" data-source="post: 6126196" data-attributes="member: 22779"><p>But, in this case, that's the problem. There aren't really any group goals. Well, there are some really high altitude ones, but, nothing in the near future. </p><p></p><p>And, let's be honest, if you, the player, introduce a new goal into the game, you're going to have to get buy in from the rest of the table. If you want to go explore the Dastardly Dungeon, to pick a really lame example, and no one else wants to, you're not likely going to be exploring that dungeon. Plot hooks, whether generated by the DM or the players, still need buy in.</p><p></p><p>Hopefully though, with group templates, the goals are so large that no single character can really pursue them alone. But, let's go back to Bob's Cult example. The group has banded together and crushed the cult. The cult is no more. Bob's issues are resolved. There should be at least four more issues that haven't been resolved. At least one for each player. So, even if you do resolve one player's schtick, that shouldn't be the end of the campaign.</p><p></p><p>Granted, if everything is resolved, then, by all means, retire the campaign. That would be a huge win IMO. A campaign that wraps up everything? Fantastic. </p><p></p><p>The problem, as KM rightly points out, is that our game has lost a lot of focus and the DM is possibly running out of steam. Like I've always said, once you hit that 60-80 session mark, IME, campaigns end. Whether they end successfully or with a fizzle, they still end.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6126196, member: 22779"] But, in this case, that's the problem. There aren't really any group goals. Well, there are some really high altitude ones, but, nothing in the near future. And, let's be honest, if you, the player, introduce a new goal into the game, you're going to have to get buy in from the rest of the table. If you want to go explore the Dastardly Dungeon, to pick a really lame example, and no one else wants to, you're not likely going to be exploring that dungeon. Plot hooks, whether generated by the DM or the players, still need buy in. Hopefully though, with group templates, the goals are so large that no single character can really pursue them alone. But, let's go back to Bob's Cult example. The group has banded together and crushed the cult. The cult is no more. Bob's issues are resolved. There should be at least four more issues that haven't been resolved. At least one for each player. So, even if you do resolve one player's schtick, that shouldn't be the end of the campaign. Granted, if everything is resolved, then, by all means, retire the campaign. That would be a huge win IMO. A campaign that wraps up everything? Fantastic. The problem, as KM rightly points out, is that our game has lost a lot of focus and the DM is possibly running out of steam. Like I've always said, once you hit that 60-80 session mark, IME, campaigns end. Whether they end successfully or with a fizzle, they still end. [/QUOTE]
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You're doing what? Surprising the DM
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