Discussion:What makes a mature campaign?

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What makes a mature campaign?[edit]

Leviathan 07:34, 18 April 2008 (MDT)[edit]

While I haven't played for a terribly long time (maybe 8 months), and I haven't played a really large number of games, but I was wondering: What's makes a mature campaign? It seems to me all I've been playing have been "hack and slash" games. Don't get me wrong, I've had fun, but there hasn't been a terrible amount of thought going into what will happen next in an adventure. What might be an example of one? What can I do to get my friends to play one? Any advice is welcome.

Lord Dhazriel 08:23, 18 April 2008 (MDT)[edit]

First are you a DM or a player? If you are a DM I can help you. Put some political turmoil in your game, enemy the PC can't defeat in common hack'n slash battle. By example a chancellor of the king who dislike the PC for a reason (in the thrall of the great villain, find them troublesome, the party bard slept with his daughter). Present that foe in a way the party can't kill him right away (kick the door of his office, slaughter everyone there and etc...). For that you have two way: The moral way and the complication way. For the moral way, maybe the said chancellor is good for the people or alway keep is young son next to him (a bloodbath would traumatize or kill the child) this methods is particularly useful against paladin and other good hearted party member, however it is completely useless against an evil party. The complication way: the chancellor have a large number of guard, wrong, this incite the PC to hack'n sash. Use a more subtle approach: Im warning you, if you kill me you be the most wanted criminal in the nine kingdoms and even beyond. Use such tricks to moderate the PC action by making them feel heavy consequence will happen. The way they can defeat the chancellor is completely up to you (maybe report him to the prince or regaining is trust with an heroic deed.). Hope i helped.--Lord Dhazriel 08:19, 18 April 2008 (MDT)

Leviathan 08:45, 18 April 2008 (MDT)[edit]

Actually, I'd rather be a player before I tackled running a campaign that was at all advanced. That's not to say you didn't help though. It's sparked a few ideas. It just always seems adventures run along the lines of "you walk into a room and a baddie is there." My DM is currently starting a forgotten realms campaign he calls "The Pool(s?) of Radiance" and I was hoping to talk to him about an in depth and serious game. This is what sparked the discussion.

Sam Kay 10:20, 18 April 2008 (MDT)[edit]

A mature campagn doesn't have to be all political intrigue. A complicated magical plot in which you slay the evil daemon lord that involves combat and roleplaying in great measure is no less mature than intrigue and politics (and probably more fun) if you play it properly. Just think up a cleaver plot that involves comat and roleplay in a balance that suits all of your players, for example; the world is dominated by evil cultists of chaos who are burning millions innocent civilians for "heresy", but the only way they can be stoped is with the [insert artifact name], which can only be attained by going through the abyss (escaping the clutches of death) and forcing their way through layer [X] to get into the plane of [very powerful neutral deity] an persuading him into aiding them, but the artifact won't work unless... etc... including plenty of roleplay (persuading powerful rulers into aiding) and combat encounters to entertain the fighter. You could probably come up with a better idea than that, it was just an example I came up with in a minute. Why not try something in a drow city? they always work well. But if the other players don't like comlex intrigue, don't try to force your game that way too much, as some players will just get put off intirely by too much intrigue.

Lord Dhazriel 15:17, 19 April 2008 (MDT)[edit]

The best is to combine many tricks okay political intrigue and thrilling adventure are fun but as everything they get boring after X times. The single thing that allow a game to survive is originality. Survival is another fun theme, no not survive to a horde of monster in a dungeon. Ive alway dream to run a campaign into less advanced age (but my player refuse because shiny knight and masterful wizard are more impressive than the wild barbarian and the wise shaman). Sam Kay idea is captivating, original and darn fun. But doesn't spoil great adventure with repetition. Same goes for the evil chancellor, one chancellor good, ten bad. As Sam Kay said some player simply want (mostly the team warrior) "oh no a monster kill him!"

ShadowyFigure 17:22, 19 April 2008 (MDT)[edit]

You probably want a came that is interesting and has a involving Plot that forces the players to think out of the box using there roleplaying and tactical skills. Pick and idea and stick at it or to make things really interesting have the main plot appearing here and there hinting what is but never giving it fully away, this good because it allows you to manipulate the story with every PC action.

Leviathan 07:27, 21 April 2008 (MDT)[edit]

My DM surprised me. He agreed with me. We are now attempting to find out what the Cult of the Dragon is up to. It seems they've taken an interest in my party, and specifically me (my ranger is also a harper). Again, I like Sam Kay's idea, and may just try to run my own campaign with that as a basis. Thanks guys.


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