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The Arcanamach
Master of Realmslore

1879 Posts

Posted - 22 Nov 2012 :  19:44:55  Show Profile Send The Arcanamach a Private Message  Reply with Quote  Delete Topic
I see topics for whiny players and griping about your DM. So my topic is what is the best type of campaign (both as a player and a DM) for each of you. Is it high/low-powered, does it use all of the new monsters from various supplements or deal with the basics (orcs, giants, and mad wizards...not all of the new ones over the years). Do you like 'cinematic' or 'gritty' games? etc, etc, etc.

Me personally, I like high-powered games both as a player and a DM (NOT Monty Haul though!). I like dealing with a variety of monsters although the really powerful ones should be few and far between (tarrasque's shouldnt be running around the Realms all the time...else there would be no Realms left, no matter how many Elminsters are out there).

I like gritty (realistic) campaigns with a cinematic flair. Meaning, I like the real threat of being mutilated (losing a hand or an eye for instance) or dying but still having some of the benefits of cinematic heroism...although over-the-top cinematics bug me a bit.

I'm all about interesting stories and role-playing. Not that everything has to have a movie-like plot, but I do prefer well-developed characters with interesting goals and backgrounds who 'grow' over time. Couple that with playing through an interesting story line (something one would like to read or watch in theaters) and I'm hooked. In some ways, I role-play my characters before I ever use them...by trying to develop a detailed background and reasons why they worship this deity, tend to be greedy, or are prideful to a fault (as examples). I like to add 'sayings' to my characters (such as 'By Mystra's magic!') or prayers they are known to say daily, whatever. Anything to make my character more real and part of the world.

I'm not a fan of silly campaigns (although they can be a nice break from hard-core gaming). I did enjoy Dungeonland and The Land Beyond the Magic Mirror years ago. And I don't care for nonsensical encounters. I once had a DM who had a giant dog come up to the party, hike its leg, and...well...you get the picture. I never played with him again. I enjoy a good (mindless) dungeon crawl where the only motivation is kill monsters and get rich...but not all the time.

What about you guys?

I have a dream that one day, all game worlds will exist as one.

Kilvan
Senior Scribe

Canada
894 Posts

Posted - 22 Nov 2012 :  20:50:28  Show Profile Send Kilvan a Private Message  Reply with Quote
Our campaign, which spans over several years, go through several phases.

I like mid-range level best, and prefer to start new campaigns at level 3-4. They are usually not very story driven at first, we get our share of dungeon crawling and orc camp raiding, but always with a solid backstory. It is never raid dungeon A before simply heading to dungeon B, things must happen for a reason/cause. We get used to the characters and build a name for ourselves.

Levels 6-12 are usually character-driven, where each characters go through events related to there backstory or long-term goals, either by choice or by reaction. For example, my current character is a paladin of Hoar looking for the 3 people who killed his family. I expect these events to start soon, and similar events for my brother-in-arms. This is the most interesting part IMO.

All the while, the DM usually introduce NPCs, and events that will lead to the "real" campaign, a common goal where the adventurers start to become heroes. At this point, the game become a bit more story-driven, and a bit more linear (but in a good way). What happens is that events start to become out of the control of players, and we start to react to situations more than creating them. We hunt less and less for individuals, and start to become target ourselves. At this point the RP for each character is very solid and each players are really able to react according to their characters and not for optimized loot/exp. The campaign usually ends before reaching level 20.

We all wrote a short story (7-8 pages, novel-style) explaining our backstory. This explained previously gained levels and future motivations as well. We put a lot of importance into RP, we are not just rolling dice and slaying monsters. I would say that the campaign itself is usually grim and serious (even tragic from time to time, if done well), but we have a lot of fun, and we take the game for what it is, a game.
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Alystra Illianniis
Great Reader

USA
3750 Posts

Posted - 23 Nov 2012 :  00:39:39  Show Profile Send Alystra Illianniis a Private Message  Reply with Quote
Well, my campaigns (I'm almost always the DM) usually start out with a hook involving two nations on the brink of war over disappearing trade caravans- the two kingdoms are human and dwarven, respectively, and each side blames the otehr (it's the work of duergar raiders hoping to profit from the resulting war). From there, I have a number of different adventures, everything from urban murder investigations, to wilderness hunts, dungeon cralws, and the occasional delivery mission. I like a varied campaign, usually it is serious, but I do occasionally delve into the realm of the ridiculous, with over-the-top NPC gods showing up at odd moments, regular NPC guest stars who pop up more often than Wolverine, and magical items with bizarre quirks all playing a part in bringing a little light-hearted fun to the games. The campaigns are both story and character driven, with special quests for different PC's according to their backstories, but always intersecting with the main campaign story in some way. We almost always start at level 1-2, but so far, I've only had one game that got past level 14. So, mostly low to mid-powered games, here.

The Goddess is alive, and magic is afoot.

"Where Science ends, Magic begins" -Spiral, Uncanny X-Men #491

"You idiots! You've captured their STUNT doubles!" -Spaceballs

Lothir's character background/stats: http://forum.candlekeep.com/pop_profile.asp?mode=display&id=5469

My stories:
http://z3.invisionfree.com/Mickeys_Comic_Tavern/index.php?showforum=188

Lothir, courtesy of Sylinde (Deviant Art)/Luaxena (Chosen of Eilistraee)
http://sylinde.deviantart.com/#/d2z6e4u
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Cbad285
Learned Scribe

161 Posts

Posted - 23 May 2013 :  08:04:04  Show Profile Send Cbad285 a Private Message  Reply with Quote
I have always found that my biggest problem is background. BACKGROUND! Without it, characters, the world and the players have no realism. So to correct this problem, I always run a new game spawning from my old game. By that I mean, my players know that their henchmen or followers will likely be their next character. So while playing, we are building the foundation for our next game. This has worked pretty well, as more often then not, I find myself outside smoking while my players have long drawn out conversations with each other over conflicts in ideals and lore rather than me having to sit there and describe their world. They know who they are, they know where they are and why they are there. SO to answer your question, my choice is low level games with a lot of history, a lot of attachment to the story plot and a lot of involvement with the players and their own campaign lore. Level has no baring. For instance, my current campaign I'm running are the remnants of my last game. They are Perigorn who is a fighter and taking up the Randal Mourn MO by being a rebel lord of Daggerdale who's main goal is to secure trade relations with the dwarven kingdoms by finding a powerful axe lost to goblins in an ancient ruin. He was also the squire of his players Gallant who recently retired to an Avariel onclave. Helping him is Varimous who is a human mage and my uncles side-quest character who he has been working with on and off for a few years building him from 0th lv at the age of 12 up to now at lv 8 and 17 years old. He ran through the single player wizard quests (I believe they are 1st ed) as well as the wizard school setting. I also don't remember the name of that book. But it was very very cool. And he gets a lot of harry potter jokes about it. But Varimous has also had several cameos in the game and was hand picked to be the parties wizard due to his archaeological background as well as his unique way of casting spells and how diligent they character has been in research. We did have a 13th lv gnome thief who was Perigorn's Knight and a character that transferred over from my prior game, but he along with my friend Steve's swashbuckler did not check for traps in the last hallway they went down and ended up falling into a pit filled with spikes and were eaten by a black pudding...they are in the process of making new characters now. :)

"Beware the Dream Fever!"

Edited by - Cbad285 on 23 May 2013 08:20:22
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TimeDog
Acolyte

1 Posts

Posted - 02 Aug 2013 :  13:34:52  Show Profile Send TimeDog a Private Message  Reply with Quote
For some reason I felt the need to share, despite the fact that I found the forum almost by accident. Greetings!

I personally like low to mid level groups. One campaign I DM'd, was with a trio of advanced characters, with high magic and it was very epic in terms of what it would look like on screen. It had a strong feel of "saving the world", or at least saving a province of Kara-Tur from an ambitious necromancer and his cabal of Cult of the Dragon worshippers. The party included only warrior types, but they had supreme magic items and took on really tough monsters, before almost single handedly turning the tide of a battle at the keep of a local lord against a force of goblins (bakemono!), ogres and dragonkin. It was fun while it lasted but I would never dare to try such a thing again. It worked out very well, everyone including me had a good time but I feel it in my gut that another try at something similiar would turn out to be just a monster mash.
My current campaign is a lot more close to what I feel role play is all about. Deep character immersion through slow advancement. The group I have now plays in my campaign of high sea adventure. They are in the middle of a great undersea plot, trying to follow a mysterious prophecy, all the while dealing with greedy merchants, bloodthirsty pirates and power hungry Luskan mages. The mood of the campaign shifts froma dark, misty sea legend sort of thing, to a light hearted swashbuckle at times. The Realms in my campaign (from the point of view of those adventuring at sea) is a world of superstition and my personall preferance of a low magic world makes it twice the fun. By low magic I mean where characters don trip over magic items, a potion of Barkskin is a treasure and most magic items that deserve the name usually have strong drawbacks. This setting I use tends to favor spellcasters but I balance it out with realistic battles and what The Archanamach mentioned above. No matter if you are a good swordfighter with sturdy sea legs - half a dozen tipsy sailors with clubs will kick your rear if you piss them off. The characters are going through the second part of the campaign and have been playing for the better part of two years and the most powerfull character is only lvl 7 (they started from 1st).
I try to make a living world where many events happen whether the characters decide to take part in them or not. They have chances to influence the story, but I do my best for it to be subtle, sometimes they do so with realising the aftermath of their decision after three game sessions.
With slow developement in levels, the characters really bring out allt hey have from the RP side. Each player is different in role playing experience but the fresher ones really get a good school form the older players and I know and see that this is by far the best time they had in all my games I DM'd for them.

Jestem Psem Czasu
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MalariaMoon
Learned Scribe

324 Posts

Posted - 04 Aug 2013 :  17:42:57  Show Profile  Visit MalariaMoon's Homepage Send MalariaMoon a Private Message  Reply with Quote
I guess my ideal campaign would touch a wide gamut of bases. Moments of heroism, moments of grittiness, all with the qualities of the best cinema or a well-told tale. Key for me is scope, that epic arc from the heroes humble beginnings to the high-power, world-saving epics at the high end of the level spectrum. Of course, to encompass such ambitions a campaign has to have durability and a history of years, something I can’t say I’ve even really achieved in my own games (although I like to think we’ve gotten close). That’s a difficult task considering all the myriad reasons a campaign can fail, not least the even-present lure of that new tantalizing setting or concept.

When comes down to it, the depth of the characters and the many interweaving plots are what makes a campaign special; cinematic in action, but in terms of story more akin to a long running TV show or novel series.

I agree with the Arcanamach that silly campaigns don’t do it for me (though I’d be tempted by a tinker gnome or gully dwarf campaign in the Dragonlance setting). That being said, there’s plenty of room for humour and comedy within a more serious campaign.

Variation is also important, and luckily I never seem to run out of ideas concerning different directions and ideas to throw at my brave PCs.
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froglegg
Learned Scribe

317 Posts

Posted - 11 Nov 2013 :  21:53:58  Show Profile Send froglegg a Private Message  Reply with Quote
Hail and well met TimeDog.

Good gaming to you and yours!




John

Long live Alias and Dragonbait! Kate Novak and Jeff Grubb the Realms need you more then ever!

On my word as a sage nothing within these pages is false, but not all of it may prove to be true. - Elminster of Shadowdale

The Old Grey Box gets better with age!
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Alruane
Senior Scribe

USA
434 Posts

Posted - 16 Nov 2013 :  19:02:27  Show Profile Send Alruane a Private Message  Reply with Quote
Well met everyone!
I figured I should input my opinion as I saw this topic and could NOT resist! Honestly, I used to play quite a bit when I was younger. We didn't have the newer editions, it was mainly 2ed. So lower level was where we tended to start. But as I played through out the years I noticed it did not matter. As long as it had a decent narrative and well thought out characters to partner with/fight against. My main ideal campaign would be a VERY deep story driven MAYBE mid-level campaign. I would not mind harder monsters, just keep it to certain extent. But story driven backgrounds, and compelling plot twists make the game what it is to me. Very complex at times, and EXPANSIVE if at all possible. Mine is a very vague description but that is my ideal campaign. Something as simple as beginning by helping a corrupt Baron, all the way to a very complex web of deception and lies within a corrupt governing system. Or a kingdom. Things such as this I enjoy in a campaign.

" I wonder if you are destined to be forgotten. Will your life fade in the shadow of greater beings?"
~Joneleth Irenicus

"Wisdom? My dear boy, wisdom is knowing that you do not know everything. Wisdom is realizing, a wise man ALWAYS has questions. Not answers."

~Alruane
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Alruane
Senior Scribe

USA
434 Posts

Posted - 03 Dec 2013 :  22:25:50  Show Profile Send Alruane a Private Message  Reply with Quote
Also, being anywhere around Baldur's Gate or the Sword Coast in general is ideal for me.

" I wonder if you are destined to be forgotten. Will your life fade in the shadow of greater beings?"
~Joneleth Irenicus

"Wisdom? My dear boy, wisdom is knowing that you do not know everything. Wisdom is realizing, a wise man ALWAYS has questions. Not answers."

~Alruane
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 05 Dec 2013 :  02:29:29  Show Profile Send Markustay a Private Message  Reply with Quote
Story-driven.

The level of play doesn't matter so much, since most of the plot advances through RPing.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone

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Wooly Rupert
Master of Mischief
Moderator

USA
36874 Posts

Posted - 05 Dec 2013 :  03:29:09  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
My ideal campaign would be run by Ed, and would include Sage, Steven Schend, Elaine Cunningham, Krash, Eric Boyd, the lovely Lady Hooded One, and a couple other scribes from here as my fellow players.

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genebateman
Acolyte

23 Posts

Posted - 06 Dec 2013 :  01:12:47  Show Profile Send genebateman a Private Message  Reply with Quote
the one i am doing now is kinda weird. we meet 4-7 times a week. every Sunday we meet, all 9 of us. me DM and 8 players. we do a big dungeon. during the week i have side treks. where each player can do one adventure. sometimes it is one person sometimes it is up to 4. this way we can explore the area and meet more NPC. it also helps to make each player happy with the play style they love. on sunday i try to rotate the play styles.
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Kyrel
Learned Scribe

151 Posts

Posted - 06 Dec 2013 :  15:30:57  Show Profile  Visit Kyrel's Homepage Send Kyrel a Private Message  Reply with Quote
For me it will be Lvl. 12+ campaigns taking place in a detailed, believable, living world. I care NOTHING at all for dungeoncrawls where you simply walk from one senseless encounter to the next, hunting for loot. I don't mind fighting in the campaign, but I prefer politics, intrigue, and roleplaying. I don't really care about the amount of magic in the game, as long as it makes sense within the context of the setting. Same thing with monsters. I do have a general dislike of random encounters, as I believe that encounters should aim to drive the story along somehow, and if it's a random chance encounter, I prefer to have the GM pick a suitable monster, rather than have him roll up something from a table, resulting in a monster that have no point in being in that place at that time.
In general I prefer sandbox style games, where you essentially get told by the GM "This is where and when you are, what do you want to do?"
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Alruane
Senior Scribe

USA
434 Posts

Posted - 06 Dec 2013 :  16:35:43  Show Profile Send Alruane a Private Message  Reply with Quote
quote:
Originally posted by Kyrel

For me it will be Lvl. 12+ campaigns taking place in a detailed, believable, living world. I care NOTHING at all for dungeoncrawls where you simply walk from one senseless encounter to the next, hunting for loot. I don't mind fighting in the campaign, but I prefer politics, intrigue, and roleplaying. I don't really care about the amount of magic in the game, as long as it makes sense within the context of the setting. Same thing with monsters. I do have a general dislike of random encounters, as I believe that encounters should aim to drive the story along somehow, and if it's a random chance encounter, I prefer to have the GM pick a suitable monster, rather than have him roll up something from a table, resulting in a monster that have no point in being in that place at that time.
In general I prefer sandbox style games, where you essentially get told by the GM "This is where and when you are, what do you want to do?"




I'd DEFINITELY join this group if there ever was one.

" I wonder if you are destined to be forgotten. Will your life fade in the shadow of greater beings?"
~Joneleth Irenicus

"Wisdom? My dear boy, wisdom is knowing that you do not know everything. Wisdom is realizing, a wise man ALWAYS has questions. Not answers."

~Alruane
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Gary Dallison
Great Reader

United Kingdom
6383 Posts

Posted - 06 Dec 2013 :  16:53:32  Show Profile Send Gary Dallison a Private Message  Reply with Quote
I prefer to DM sandbox style games as well, unfortunately i inevitably find that when you ask "what do you want to do" the answer is always "Dunno?".

I have to insert really big signposts telling players what the obvious options are so that they keep moving. Although i am getting quite adept at steering them without anyone realising it. Putting a locked door in anywhere will always end up with someone try and open it.

And has anyone else experienced another problem i find. No one remembers to search for treasure. I never tell them there is treasure in this room, and only describe it if its visible, but they never remember to search dead bodies, they never dig holes in the ground, they never look in drawers or do any searching checks. If there isnt a big signpost saying "magic item hidden under the carpet" no one ever finds it.


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Alruane
Senior Scribe

USA
434 Posts

Posted - 06 Dec 2013 :  17:24:49  Show Profile Send Alruane a Private Message  Reply with Quote
quote:
Originally posted by dazzlerdal

I prefer to DM sandbox style games as well, unfortunately i inevitably find that when you ask "what do you want to do" the answer is always "Dunno?".

I have to insert really big signposts telling players what the obvious options are so that they keep moving. Although i am getting quite adept at steering them without anyone realising it. Putting a locked door in anywhere will always end up with someone try and open it.

And has anyone else experienced another problem i find. No one remembers to search for treasure. I never tell them there is treasure in this room, and only describe it if its visible, but they never remember to search dead bodies, they never dig holes in the ground, they never look in drawers or do any searching checks. If there isnt a big signpost saying "magic item hidden under the carpet" no one ever finds it.





I'm sorry, but Dazzlerdal, I am a treasure FIEND! I will search EVERY corner of a room, dungeon, castle, ruin, ANYTHING. Just to find treasure, because you never know what hides behind that door, or in the treasure chest. Could be useless, could be one hell of a magical item, weapon, armor, etc.

" I wonder if you are destined to be forgotten. Will your life fade in the shadow of greater beings?"
~Joneleth Irenicus

"Wisdom? My dear boy, wisdom is knowing that you do not know everything. Wisdom is realizing, a wise man ALWAYS has questions. Not answers."

~Alruane
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Kyrel
Learned Scribe

151 Posts

Posted - 07 Dec 2013 :  02:39:23  Show Profile  Visit Kyrel's Homepage Send Kyrel a Private Message  Reply with Quote
quote:
Originally posted by dazzlerdal

I prefer to DM sandbox style games as well, unfortunately i inevitably find that when you ask "what do you want to do" the answer is always "Dunno?".


That is a potential issue, but I find that two things tend to help aleviate that.

A) Proper preperation. Make sure that each character fit in with the world, actually have a history, and have some sort of goal in their life.
B) The players have to know the setting in some detail, so that they have an idea about what they might have in terms of options.

Dropping a group of players in an unknown setting with a bunch of two-dimensional stat collections know as characters don't work well as a start for a sandbox style game.

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Gary Dallison
Great Reader

United Kingdom
6383 Posts

Posted - 07 Dec 2013 :  11:50:02  Show Profile Send Gary Dallison a Private Message  Reply with Quote
B is probably my issue. None of them know the realms. The characters are all tied into the local area but they dont know a thing about FR which is a shame since its awesome.

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Alruane
Senior Scribe

USA
434 Posts

Posted - 07 Dec 2013 :  12:05:24  Show Profile Send Alruane a Private Message  Reply with Quote
I'm still learning myself, hence asking about Waterdeep. The only thing I know a decent amount about is Elminster, and anything around Amn.

" I wonder if you are destined to be forgotten. Will your life fade in the shadow of greater beings?"
~Joneleth Irenicus

"Wisdom? My dear boy, wisdom is knowing that you do not know everything. Wisdom is realizing, a wise man ALWAYS has questions. Not answers."

~Alruane
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