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What's Your ideal Campaign?

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TristenC
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What's Your ideal Campaign?

Post by TristenC »

What makes the ideal game/campaign for you as a DM and/ or as a Player? There are so many different game systems, campaign worlds or ways to build adventure, part of why D&D has been the most widely distributed and (imo) greatest roleplaying game in the world!

But what is your particular flavor of gaming? Just thought this might be a fun exercise and way to talk about what we enjoy most in our games. Maybe take a look and throw your two cents in on the dichotomies below! Feel free to pose your own, and elaborate on other aspects of ttrpg that you lobe or loathe :)

Sandbox vs Railroad (1-5)
1- I just want adventure. I'm down for whatever, let's play. Linear module style. (i.e. Dungeon crawls with short trips to town)
3- Rough outline of the campaign, but everything has options. (Westmarch caravan, or group in a country but can pack up and leave if desired)
5- No set path, the players choose it all. Very player driven. Hooks and threads are everywhere, which one is tugged by PCs is followed and subsequently pursued or abandoned ad infinitum. (I.e. Meet in a metropolis, many threats/threads/treasures to seek. Choose one or all or none.)

Character Power scale (1-5)
1- Low. bob the peasant picks up a staff. Miserable life is about to get more interesting
3- Mid. You have trained in a class/ profession, and now you prepare to enter the wide, uncaring world.
5- High. You are the hero foretold. Those who support you have provided training, gifts and boons far above what most receive. But now you must seek your destiny and prove the prophecies true.

Individual Xp vs Milestone (1-5)
1- Individual. Every point is counted. Participation, clever usage of abilities, rolw playing, achieving measurable goals all count. Individuals advance independently, regardless of group triumph. If you're 5 pts off, you just have to wait until the next adventure. (Can be wideer disparity between character levels w/in a group)
3- Combo. Points count logistically in a real way, but story goals contribute large chunks at certain intervals. In general, group advancement is consistent but individual contribution is rewarded. (Usually everyone is within 1-2 levels of each other.)
5- Milestone. The group levels when a certain thing happens. Even if you grind for 5 years in the forest against the beasts you will never advance without a larger goal. The guy in the back who has been dragging feet and the one in the fore contributing constantly are at the same standing. (Same group level no ,atter what, split for Multiclassers)

Fantasy prevalence (1-5)
1- Low. Fantastical creatures are old myths, few live who have seen the like of trolls and wyverns.
3- Mid. Mystical creatures are
5- High. Dragons are not uncommon and younger ones even involve themselves in the communities of demihumans in various capacities. Unicorns and devils appear from time to time, and most any demihuman race has large or known populations.

Magic prevalence (1-5)
1- Low. The world is a dark and gritty place. Magic is rare and costly and few who live ever experience it directly. A magical sword is a rare and worthy quest for adventurers who have a few levels under their belts.
3- Mid. Magic is not uncommon but only those who study it intentionally can attain it. Magic items are precious and even simple ones have value. Minor things like scrolls, potions and access to low level spells can be had in certain places for a cost. Finding a +1 sword isn't too difficult if you know where to look.
5- High. Magic is prevalent and easily obtained. Even common conveniences like lighting and waste disposal are readily had by the populace in fair sized communities. Magical weapons can be had for a price in nearly any community of size. (Magic street lamps, basic necessities covered for all, minor magic items everywhere and not difficult to find or acquire advanced learning.)

Crunchy vs Smooth
1- Crunchy and tight. Very technical, rule and roll heavy. All optional situational modifiers are applied. Roll for your background and % scores for all skills. Were you the minor merchant's adopted son with a family that died from the plague? Let the dice decide!
3- mixed. Standard rules with a little flexibility and some custom tweaks. Creative ideas need not all have hard and fast rules.
5- Smooth but loose. Few rules and fewer rolls. The players decide the world and their fates with storytelling, and a character sheet might be 90% background and personality with a small handful of numbers that rarely get referenced; and all the while hardly a die is cast.
Demiplane of Dread: DM. Defeating a Vampire and hunting it's cloud-form as it flees in the misty night!! Act 3, Scene 1
Genwald: DM. Facing the worg-riding Wetrock Goblins again... Act 2, Scene 3
Puzzle Dungeon: DM. Labyrinth of Madness reboot! Pondering an odd transport
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Lord Torath
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Re: What's Your ideal Campaign?

Post by Lord Torath »

Sandbox vs Railroad (1-5)
3- Rough outline of the campaign, but everything has options. (Westmarch caravan, or group in a country but can pack up and leave if desired)
I like having a goal, but freedom on how to pursue that goal, and the opportunity to set our own goals (as long as they don't diametrically oppose the main goal).

Character Power scale (1-5)
5- High. You are the hero foretold. Those who support you have provided training, gifts and boons far above what most receive. But now you must seek your destiny and prove the prophecies true.
I'm not set on being "The Chosen One", but there are a lot of toys you only get at high levels that are fun to play with. If I can have a campaign that starts at low levels and progresses to high levels, great! but those tend to be pretty rare, in my experience. So if the campaign is limited to a small level range, I probably prefer higher level.

Individual Xp vs Milestone (1-5)
3- Combo. Points count logistically in a real way, but story goals contribute large chunks at certain intervals. In general, group advancement is consistent but individual contribution is rewarded. (Usually everyone is within 1-2 levels of each other.)
When I DM, I do both individual awards and monster/story awards. But the individual awards get thrown into the same pot as the rest of the XP, so when I use powers that earn xp, the entire party benefits. I find this encourages teamwork and spotlight sharing. Typically, the entire party has the same xp total (with multi/dual-classers having that total divided as required between their various classes). So not everyone will be at the same level, but they'll have about the same xp totals.

Fantasy prevalence (1-5)
5- High. Dragons are not uncommon and younger ones even involve themselves in the communities of demihumans in various capacities. Unicorns and devils appear from time to time, and most any demihuman race has large or known populations.

Magic prevalence (1-5)
3- Mid. Magic is not uncommon but only those who study it intentionally can attain it. Magic items are precious and even simple ones have value. Minor things like scrolls, potions and access to low level spells can be had in certain places for a cost. Finding a +1 sword isn't too difficult if you know where to look.

Crunchy vs Smooth
3- mixed. Standard rules with a little flexibility and some custom tweaks. Creative ideas need not all have hard and fast rules.
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