|
3 years ago ::
Dec 11, 2009 - 11:41AM
#1001
|
Date Joined:
Mar 22, 2008
|
I'd say they were campaigns because they had the same recurring characters going through a series of adventurers a lot of times one episode would lead directly, or inderectly to the next. An ending goal is not needed for a specific campaign.
And I'd say you were wrong. A campaign has that goal(whether accomplished or not), and a series of adventures with the same characters is just that, a series of adventures. Of course, I'm going by the ACTUAL definition of campaign, and not the made up Wiki version.
|
|
|
|
3 years ago ::
Dec 11, 2009 - 11:43AM
#1002
|
Date Joined:
Mar 22, 2008
|
Dmg 13:
"Campaign: A campaign is a connected series of
adventures. These connected adventures share a sense of a larger purpose or a recurring theme (or themes). The adventures might feature returning villains, grand conspiracies, or a single mastermind who’s ultimately behind every adventure of the campaign."
"Episodic: An episodic game is like a television show where each week’s episode is its own self-contained story. The game might be built on a premise that explains its nature: the player characters are adventurers-for-hire, perhaps, or explorers venturing into the unknown and facing a string of unrelated dangers. They might even be archeologists, venturing into one ancient ruin after another in search of ancient artifacts. An episodic game can still have story, even if it has no overarching plot."
And there you go. When the game defines something specifically, that is the definition that applies to that game. The wiki definition gets to go hang itself as it does not apply in the slightest to D&D.
|
|
|
|
3 years ago ::
Dec 11, 2009 - 10:24PM
#1003
|
Date Joined:
Oct 31, 2007
|
So to recap: (1) prior editions often ignored individuals at times while spotlighting a singular member and this was a flaw. (2) This flaw was because designers didn't know any better. (3) This was a flaw of the game and not the players who found it boring when they were not at the center of the attention. (4) Designers have learned from past mistakes (and, by inference, now create games that mitigate these flaws).
The implication seems to be that prior editions are deeply flawed by certain aspects and that those aspects are corrected in a certain later edition.
Yes, I would agree with this assessment, although I wouldn't necessarily call the flaws "deep". And I would also state, as I did in the original post, that every edition -- including 4e -- has flaws.
However, I don't think it follows that "games catering to your tastes are games that are better for everyone"
I wasn't discussing my tastes. I was discussing general principles of game design. However, I do see where I was making an assumption that my preference for games that don't sideline characters for certain types of encounters is a taste. I apologize for that assumption.
The truth of the matter is that the flaws you see, are not necessarily flaws seen by everyone. And not everyone sees this "process" of game design resulting in a funner, or for that matter, better, game.
Quite true.
woof.
I'm not sure what this is supposed to convey. Are you barking at me?
A few points:
(1) Wrecan: "I would also state, as I did in the original post, that every edition -- including 4e -- has flaws." As I originally quoted your whole post to give complete context to your thoughts and you complained, it seems absurd now to mention that you said this in your original post. But aside from that, I would point out that it is nothing more then a truthful generalization that serves no purpose other then to mitigate your obvious bias in an attempt to make you seem reasonable. The problem though is not that all editions have flaws but rather that the flaws seen here, by you, are being subjectively held by the systems beholder.
(2) wrecan: "I don't think it follows." What pray tell then follows? You make an argument that insinuates that old editions are flawed, not subjectively but objectively, and further insinuate that designers have learned from these mistakes- what else are we to extrapolate from this but the conclusion that a certain newer version of the game is objectively better?
(3) wrecan: "I wasn't discussing my tastes. I was discussing general principles of game design." Can we stop pretending here that game design is anything other then putting together a set of rules that are meant to appeal to the tastes either of the writer of said rules, the targeted audience, or, more likely, a combination of the two. Designers produce material that is accepted or rejected almost solely by the tastes of the game's potential audience. To claim here that you are talking about a design issue is not to escape the subjective nature of your argument.
(4) wrecan: "Are you barking at me?" Are you being intentionally obtuse or do you just not read all the posts in a thread? I'd suggest if the latter going back and reading the amusing posts about wrecan kicking puppies- perhaps then my rhetorical bark, meant only as a humorous retort, will make sense.
|
|
|
|
3 years ago ::
Dec 12, 2009 - 5:19AM
#1004
|
- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
|
grayhand: (1) Wrecan: "I would also state, as I did in the original post, that every edition -- including 4e -- has flaws." As I originally quoted your whole post to give complete context to your thoughts and you complained, it seems absurd now to mention that you said this in your original post. But aside from that, I would point out that it is nothing more then a truthful generalization that serves no purpose other then to mitigate your obvious bias in an attempt to make you seem reasonable. The problem though is not that all editions have flaws but rather that the flaws seen here, by you, are being subjectively held by the systems beholder.
Which I apologized for. Am I to understand you don't accept my apology? Basically, this entire post seems at attempt to reject that I apologized for stating my subjective opinion as objective fact and bait me into continuing the argument as if I hadn't apoliogized.
So to recap: I was wrong. My post that you quoted had an assumption about game design that was subjective in nature and which I argued as if it had been objective. That was wrong of me. Mea culpa. (I know that people often read a sarcastic tone on the internet, so let be absolutely clear by saying my contrition is real and sincere. I am not being ironic or sarcastic.)
grayhand: (4) wrecan: "Are you barking at me?" Are you being intentionally obtuse or do you just not read all the posts in a thread? I'd suggest if the latter going back and reading the amusing posts about wrecan kicking puppies- perhaps then my rhetorical bark, meant only as a humorous retort, will make sense.
Since you hadn't quoted that portion, it didn't make sense to me, particularly since I didn't think I was kicking you. If you feel like a kicked puppy, I apologize again. I certainly did not mean to kick you, metaphorically or otherwise.
|
|
|
|
3 years ago ::
Dec 12, 2009 - 6:29AM
#1005
|
Date Joined:
Sep 15, 2006
|
And there you go. When the game defines something specifically, that is the definition that applies to that game. The wiki definition gets to go hang itself as it does not apply in the slightest to D&D.
Well the DMG isn't clear on the issue. Here is a quote from p. 134.
Dungeon of the Week This sort of campaign resembles an episodic television show. Each week, the main characters move from one distinct setting to another (a planet, a haunted house, an era of history, and so on). They solve that episode’s problems, then go on their way to deal with the next. Once they’re done, things return to pretty much the way they were at the start. A “Dungeon of the Week” is the simplest kind of campaign to run, since it requires little effort beyond finding or creating adventures. Each story has its own main villain, unconnected to the antagonists of any other. The D&D world is dark and full of threats, and they don’t need anything else in common.
|
|
|
|
3 years ago ::
Dec 12, 2009 - 7:54AM
#1006
|
Date Joined:
Jan 22, 2008
|
And there you go. When the game defines something specifically, that is the definition that applies to that game. The wiki definition gets to go hang itself as it does not apply in the slightest to D&D.
Well the DMG isn't clear on the issue. Here is a quote from p. 134.
Dungeon of the Week This sort of campaign resembles an episodic television show. Each week, the main characters move from one distinct setting to another (a planet, a haunted house, an era of history, and so on). They solve that episode’s problems, then go on their way to deal with the next. Once they’re done, things return to pretty much the way they were at the start. A “Dungeon of the Week” is the simplest kind of campaign to run, since it requires little effort beyond finding or creating adventures. Each story has its own main villain, unconnected to the antagonists of any other. The D&D world is dark and full of threats, and they don’t need anything else in common.
Thank you for finding that and proving me right.
|
|
|
|
3 years ago ::
Dec 12, 2009 - 9:46AM
#1007
|
Date Joined:
Mar 22, 2008
|
[Dungeon of the Week
This sort of campaign resembles an episodic television show. Each week, the main characters move from one distinct setting to another (a planet, a haunted house, an era of history, and so on). They solve that episode’s problems, then go on their way to deal with the next. Once they’re done, things return to pretty much the way they were at the start.
A “Dungeon of the Week” is the simplest kind of campaign to run, since it requires little effort beyond finding or creating adventures. Each story has its own main villain, unconnected to the antagonists of any other. The D&D world is dark and full of threats, and they don’t need anything else in common.
Thank you for finding that and proving me right.
Um, it doesn't prove you right, since the other paragraph clearly says that this is not a campaign. All DMG does is do what is increasingly frustrating me. It says that two completely opposite things are right or possible under RAW, which is impossible.
What we have here are two things that both cannot be right, yet are both clearly stated in the DMG rules. What is the result of this contradiction? They neutralize each other. Since both cannot be true, we as players cannot know which one IS true, so we have to discard both as proof. This puts both sides back at square one before DMG quotes entered the argument. The side I'm on that is using the real definition of the word "campaign", and your side William, that is using the fabricated wiki definition of the word "campaign."
|
|
|
|
3 years ago ::
Dec 12, 2009 - 9:53AM
#1008
|
Date Joined:
Aug 13, 2007
|
Um, it doesn't prove you right, since the other paragraph clearly says that this is not a campaign. All DMG does is do what is increasingly frustrating me. It says that two completely opposite things are right or possible under RAW, which is impossible.
What we have here are two things that both cannot be right, yet are both clearly stated in the DMG rules. What is the result of this contradiction? They neutralize each other. Since both cannot be true, we as players cannot know which one IS true, so we have to discard both as proof. This puts both sides back at square one before DMG quotes entered the argument. The side I'm on that is using the real definition of the word "campaign", and your side William, that is using the fabricated wiki definition of the word "campaign."
I have to disagree, Dungeon of the week = One type Of episodic game.
In fact that page and the following are campaign themes not types of campaigns or gametypes.
 Never Point a loaded party at a plot you are not willing to shoot. Arcane Rhetoric. My Blog.
|
|
|
|
3 years ago ::
Dec 12, 2009 - 2:00PM
#1009
|
|
|
Actually, William is right.
< DMG: This sort of campaign resembles an episodic television show. >
The 'episodic' approach is one among several kinds of 'campaign'.
The quote, as far as the devs understanding goes, proves Williams point right.
Hocus was using another (valid) definition for 'campaign' as a story-arc in contrast to an 'episode', but this isnt the one the devs are using. A campaign seems to be a series of adventures involving the same characters. The adventures may or may not refer to eachother.
|
|
|
|
3 years ago ::
Dec 12, 2009 - 2:03PM
#1010
|
Date Joined:
Jul 28, 2009
|
My current campaign is like this, since we rotate DMing. We each come up with a dungeon or adventure, and try our best to tie it in to the larger story developed by the games that have come before it.
|
|
|