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Author Topic: Gygaxian campaign.  (Read 3555 times)

Opaopajr

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Re: Gygaxian campaign.
« Reply #15 on: April 25, 2022, 11:13:28 PM »
 :) I tried to a little bit. But it gets harder as I got older because of health and scheduling issues.

It can be really fun having an area where cooperating loose confederations, a.k.a. "allies of convenience" (you were present that day at the game store when I ran my table), end up appreciating the friendly competition versus subsequent exploring parties. Naturally larger 'dungeon spaces' works better for this, so like a city district, dungeon, or hedge maze hex with lots of content. Leaving tidbits of party history adds to future mysteries for other parties, and well, players being players, there's a bit of having fun with following parties (arranging corpses in bizarre formations, weird fake sigils, other silliness). That said, you as GM should take notes for consistency.

I miss it, but I could imagine how cool and novel it must have been in the 1970s. Now with MMOs and virtual spaces it seems old hat, and partially ruined by reluctance about anti-social behavior. But if you have a trustworthy GM it is like having a trustworthy server with levels of play personalization beyond typical video game scope. Something about the human touch is still hard to beat.
« Last Edit: April 25, 2022, 11:15:53 PM by Opaopajr »
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dkabq

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Re: Gygaxian campaign.
« Reply #16 on: April 26, 2022, 07:12:25 AM »
I kinda-sorta run my DCC campaign in that fashion, at least from the standpoint of players having multiple PCs and giving the players adventure options (e.g., Do you want to help the dwarves protect the Glory Hole Dwarven Mine? Go to Varin's Firth to retrieve your silver stockpile? Perform one of quests that Freya requires for her to restore Oger's shattered legs? Etc.). Where I struggle is that I am player-limited (currently at 4) and that not all players want to do more than show up for a session and roll dice.

One thing that I am not doing is the commute from the safe town/keep to the adventure-job in the morning and return in the evening. Too CRPG for me -- YMMV. That said, urban areas are relatively safe for the PCs, assuming that they are laying low. Although, a bad roll on the laying-low carousing table (something I have all PCs periodically do) can thwart that.

hedgehobbit

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Re: Gygaxian campaign.
« Reply #17 on: April 26, 2022, 11:51:26 AM »
I miss it, but I could imagine how cool and novel it must have been in the 1970s. Now with MMOs and virtual spaces it seems old hat, and partially ruined by reluctance about anti-social behavior.

Try running a game for people who have never played D&D before or, better yet, have never even heard of D&D. This happened to me when I started playing with my kids and their friends. It was totally eye opening and much of my current day philosophy on gaming is based on these experiences.

hedgehobbit

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Re: Gygaxian campaign.
« Reply #18 on: April 26, 2022, 11:55:52 AM »
One thing that I am not doing is the commute from the safe town/keep to the adventure-job in the morning and return in the evening. Too CRPG for me -- YMMV.

I'm a big proponent of returning to base but I totally understand that this depends mostly on how long the session is. I normally play on Sundays so my game sessions are from four to six hours long. Returning back to town is usually a nice closure to the session so it works naturally. If I was playing a shorter weeknight game of only two hours or so, it would be a big hinderance to the flow of play.

hedgehobbit

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Re: Gygaxian campaign.
« Reply #19 on: April 26, 2022, 12:00:28 PM »
Well, you as the DM could just give a few players control of patron characters, letting them make decisions for the NPCs.

Honestly, this idea never even crossed my mind. When I started playing my D&D games in this manner, one of my core principles was the level advancement had to be earned and wasn't just a pacing mechanic. So, no fudging dice and no balancing encounters to the party. If you did something stupid you'd die.

Because of this, having a high level character with all the power and influence such a character has is an achievement. That is the goal of playing in the campaign, to do something that affects the game world. Whether that is creating a new guild or clearing land and building a settlement. Your character's actions will affect all other characters, even if you aren't playing anymore.

So to just hand out a character with this level of power is counter productive to that goal.

Eric Diaz

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Re: Gygaxian campaign.
« Reply #20 on: April 26, 2022, 12:08:42 PM »
I am hopeful that one day I can GM a "MMORPG"  campaign.

I would love to play random sessions, both online and offline, and also PbP in the same world, at the same time.

The funny thing is, nowadays there are so many "solo" RPGs, why not try something like that instead?

A few GMs could run adventures for dozens of players. What is better, there will be little need for NPCs.
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mAcular Chaotic

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Re: Gygaxian campaign.
« Reply #21 on: April 26, 2022, 11:34:24 PM »
Well, you as the DM could just give a few players control of patron characters, letting them make decisions for the NPCs.

Honestly, this idea never even crossed my mind. When I started playing my D&D games in this manner, one of my core principles was the level advancement had to be earned and wasn't just a pacing mechanic. So, no fudging dice and no balancing encounters to the party. If you did something stupid you'd die.

Because of this, having a high level character with all the power and influence such a character has is an achievement. That is the goal of playing in the campaign, to do something that affects the game world. Whether that is creating a new guild or clearing land and building a settlement. Your character's actions will affect all other characters, even if you aren't playing anymore.

So to just hand out a character with this level of power is counter productive to that goal.
I only do it with people who I know aren't playing anyway and probably never will outside of that. So they're not really players still, so it isn't the same as a regular player getting free level ups. Or players who are new and just getting their feet wet and I want to slowly introduce to the game. They're just doing my work for me in a way.
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FingerRod

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Re: Gygaxian campaign.
« Reply #22 on: April 28, 2022, 05:17:34 PM »
Have you played/GMed in one?

I find the idea fascinating. Some have compared it to an MMORPG before MMORPGs existed.

Yes and no. I ran OD&D for two different groups that occasionally crossed over. I kept time, but not the 1:1 way outlined in 1e DMG. Certain events would put you in a timeout. Training, creating an item/magic item, healing, and researching a custom spell are good examples.

Most players had 2-3 characters in their stable. Generally, a player could suspend their activity if they really wanted to participate with a particular character. I had them roll % to see how much progress was lost AFTER they returned from the adventure and decided to resume the activity.

Lunamancer

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Re: Gygaxian campaign.
« Reply #23 on: May 26, 2022, 11:37:34 PM »
Do I run a Gygaxian campaign?

Yes. It's pretty much all I do.

Do I do what's in the video? Eh. Somewhat. I run an open table. I don't consider 1:1 time to be a significant part of this style, but I do use it as a floor for the sole reason of keeping campaign time flowing. Because what I really enjoy in a long-term campaign is when players can play the offspring of their original player characters in a world that was impacted and to a degree built by those original PCs.

The thing is, Gary actually did a series of hardbacks called the "Gygaxian Fantasy Series" published by Troll Lord Games. And there's zero intersection between what you'll find in those books and what is described in this video. Which isn't to say they're at odds. They're totally compatible with one another. Just that they're addressing different issues. For a campaign to be called Gygaxian, it ought to lean on those elements. I'm not convinced those things listed in the video are at the forefront of what Gary thought was important in running a good, fun game.

His reason for doing the Gygaxian Fantasy Series is because what he felt was missing in a lot of the published modules and games he played in or observed was detail--the kind of detail that builds atmosphere and brings the game to life. When I go back and read his old modules, I can totally see how effectively he uses detail. Tomb of Horrors is one of my favorite examples, because it provides so rich an atmosphere while keeping descriptions very brief.

That's my two cents anyway. Carry on, crawler.

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mAcular Chaotic

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Re: Gygaxian campaign.
« Reply #24 on: May 27, 2022, 09:43:30 AM »
I miss it, but I could imagine how cool and novel it must have been in the 1970s. Now with MMOs and virtual spaces it seems old hat, and partially ruined by reluctance about anti-social behavior. But if you have a trustworthy GM it is like having a trustworthy server with levels of play personalization beyond typical video game scope. Something about the human touch is still hard to beat.
Wait, you think anti social behavior should be condoned?
Battle doesn't need a purpose; the battle is its own purpose. You don't ask why a plague spreads or a field burns. Don't ask why I fight.