I find games where the group is focused on an end goal more rewarding than games that only include short term goals, is this a common experience?As in, a campaign with an actual ending (even if its a tragic one) feels better than one where things just keep happening. (btw I'm playing mostly CoC before you ask)
>>98078620Every game has a win condition, or at least must end in some kind of definitive conclusion to tally points/accomplishments.
>>98078630It has happen to me that some adventures just keep going forever and eventually everything just fizzles out instead of giving you a satisfying conclusion to look back at. I prefer shorter campaigns that get sequels over eternal games.
>>98078620What I’ve found to be best is a series of short-term goals that, over time, turn out to reveal a conclusive long-term goal. The nature of the “reveal” can range from “these disparate conflicts were actually all related pieces of a larger puzzle” to “one of the enemies you made along the way ended up delving into something he shouldn’t have and is now a significant threat beyond his original nature and you’re going to have to pull out all the stops to set things right”, but the important thing is that the adventures build to something over time, rather than being told day one that you’re the chosen ones or never having any real impact on the world.
>>98078620Best games have a clear start, a clear objective and a network of roads you can navigate to find your way to the destination with choices that matter.You can even do a bit of offroad here or there.
>>98078652Your gm is shit and the campaign doesnt evolve. D&D 1974 solved this.
>>98082559how did D&D 1974 solve it?Not the guy you're responding to just curious.
>>98082559Every game has a win condition, or at least must end in some kind of definitive conclusion to tally points/accomplishments.
>>98082568Your character retires when you max level, then you make another. Presumably, Anon may just be throwing old names out because who the fuck calls it D&D 1974 and not OD&D?
>>98078620There should always be something long term going on in the background. I ask my players to come into character creation with at least one short, medium, and long term goal for their character that makes sense with the setting so that I can create scenarios where those goals can get furthered or achieved. The setting itself will also have some scenarios in the background that will develop organically alongside the players' adventures, and at least one of them will serve as a natural endpoint for the campaign.
I dislike externally-granted long-term goals. I dont play games for the "story", I play them to run my character through scenarios, and perhaps decide on my own goals to pursue. I also enjoy building characters up and accrueing powerful items. At some point your character either meets their permanent end or they decide their adventuring days are over.
>>98078620which elfbuilding?
>>98082559We're not talking about d&d here
>>98083665You can try that shit with Call of Cthulhu but I'm not sure you'll last long.
>>98084091Retard. The point was that the problem of stagnant games was solved in the 70's.
>>98086709wasn't, rather.
>>98086709Your "solution" only works for dungeoncrawl and exploración games, you moron.
>>98088058>dungeoncrawl and exploration gamesyes, "games"nothing else matters