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	<title>Comments on: The universal campaign plan</title>
	<link>http://www.rpgthoughts.com/the-universal-campaign-plan/</link>
	<description>Your source of extra RPG knowledge.</description>
	<pubDate>Fri, 21 Nov 2008 05:01:04 +0000</pubDate>
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		<title>By: RPG Thoughts - 10 signs you suck as a GM</title>
		<link>http://www.rpgthoughts.com/the-universal-campaign-plan/#comment-173</link>
		<author>RPG Thoughts - 10 signs you suck as a GM</author>
		<pubDate>Wed, 28 May 2008 17:48:33 +0000</pubDate>
		<guid>http://www.rpgthoughts.com/the-universal-campaign-plan/#comment-173</guid>
		<description>[...] a good idea when they had lost once and than, in another epic battle defeated those damn villain. Such strategies are sometimes good for the whole story. If the players lost twice, it is still quite okay. If they [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] a good idea when they had lost once and than, in another epic battle defeated those damn villain. Such strategies are sometimes good for the whole story. If the players lost twice, it is still quite okay. If they [&#8230;]</p>
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		<title>By: Zelgar</title>
		<link>http://www.rpgthoughts.com/the-universal-campaign-plan/#comment-137</link>
		<author>Zelgar</author>
		<pubDate>Fri, 16 May 2008 13:13:24 +0000</pubDate>
		<guid>http://www.rpgthoughts.com/the-universal-campaign-plan/#comment-137</guid>
		<description>Oops.... Item #8 is Item No. 8</description>
		<content:encoded><![CDATA[<p>Oops&#8230;. Item #8 is Item No. 8</p>
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		<title>By: Zelgar</title>
		<link>http://www.rpgthoughts.com/the-universal-campaign-plan/#comment-136</link>
		<author>Zelgar</author>
		<pubDate>Fri, 16 May 2008 13:05:17 +0000</pubDate>
		<guid>http://www.rpgthoughts.com/the-universal-campaign-plan/#comment-136</guid>
		<description>I also think that most games end after Item 7.  Most games are not set up in case the players are defeated (Item 8) and will typically result in a TPK.  Unless the DM/GM has established how the defeat of the PC's doesn't result in a TPK, this will work.

Additionally, since books and movies are fixed, this type of scenerio can work.  Throwing the PC's into the mix can (will) complicate any plan the DM/GM has developed.  Additionally, as in any campaign design, the players may feel like they're being railroaded.  The DM/GM still needs to let the players think that they are in control in order for them to enjoy the game.</description>
		<content:encoded><![CDATA[<p>I also think that most games end after Item 7.  Most games are not set up in case the players are defeated (Item <img src='http://www.rpgthoughts.com/wp-includes/images/smilies/icon_cool.gif' alt='8)' class='wp-smiley' /> and will typically result in a TPK.  Unless the DM/GM has established how the defeat of the PC&#8217;s doesn&#8217;t result in a TPK, this will work.</p>
<p>Additionally, since books and movies are fixed, this type of scenerio can work.  Throwing the PC&#8217;s into the mix can (will) complicate any plan the DM/GM has developed.  Additionally, as in any campaign design, the players may feel like they&#8217;re being railroaded.  The DM/GM still needs to let the players think that they are in control in order for them to enjoy the game.</p>
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		<title>By: Maikl</title>
		<link>http://www.rpgthoughts.com/the-universal-campaign-plan/#comment-133</link>
		<author>Maikl</author>
		<pubDate>Thu, 15 May 2008 18:30:51 +0000</pubDate>
		<guid>http://www.rpgthoughts.com/the-universal-campaign-plan/#comment-133</guid>
		<description>As most of the stuff on this site, its main purpose is to serve as inspiration. Just so you know, that after step 8 it is good to do step 9. It is not like THIS HAVE TO HAPPEN. However, if you follow this steps in your campaign, it can give quite good results.</description>
		<content:encoded><![CDATA[<p>As most of the stuff on this site, its main purpose is to serve as inspiration. Just so you know, that after step 8 it is good to do step 9. It is not like THIS HAVE TO HAPPEN. However, if you follow this steps in your campaign, it can give quite good results.</p>
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		<title>By: ScottM</title>
		<link>http://www.rpgthoughts.com/the-universal-campaign-plan/#comment-132</link>
		<author>ScottM</author>
		<pubDate>Thu, 15 May 2008 17:45:41 +0000</pubDate>
		<guid>http://www.rpgthoughts.com/the-universal-campaign-plan/#comment-132</guid>
		<description>As mentioned above, steps 7/8 shouldn't be forced.  A lot of cautious players don't get much of a chance to do this in order-- either because their research indicates they need to do step 9 first, which makes the villain fight harder to predict.  Similarly, predetermining step 11 takes the challenge and tension out of the game.

If it works for you and encourages great ideas, seize it and design.  Just don't script the PCs wins, losses, and actions.</description>
		<content:encoded><![CDATA[<p>As mentioned above, steps 7/8 shouldn&#8217;t be forced.  A lot of cautious players don&#8217;t get much of a chance to do this in order&#8211; either because their research indicates they need to do step 9 first, which makes the villain fight harder to predict.  Similarly, predetermining step 11 takes the challenge and tension out of the game.</p>
<p>If it works for you and encourages great ideas, seize it and design.  Just don&#8217;t script the PCs wins, losses, and actions.</p>
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		<title>By: Maikl</title>
		<link>http://www.rpgthoughts.com/the-universal-campaign-plan/#comment-131</link>
		<author>Maikl</author>
		<pubDate>Thu, 15 May 2008 13:26:34 +0000</pubDate>
		<guid>http://www.rpgthoughts.com/the-universal-campaign-plan/#comment-131</guid>
		<description>You are probably right, but I still think it is a good way to plan a campaign with a journey involved. However, keep in mind, that it doesn't have to be journey in a "geographical" sense.
Link fixed, thanks.</description>
		<content:encoded><![CDATA[<p>You are probably right, but I still think it is a good way to plan a campaign with a journey involved. However, keep in mind, that it doesn&#8217;t have to be journey in a &#8220;geographical&#8221; sense.<br />
Link fixed, thanks.</p>
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		<title>By: Tommi</title>
		<link>http://www.rpgthoughts.com/the-universal-campaign-plan/#comment-129</link>
		<author>Tommi</author>
		<pubDate>Thu, 15 May 2008 11:51:50 +0000</pubDate>
		<guid>http://www.rpgthoughts.com/the-universal-campaign-plan/#comment-129</guid>
		<description>Just to be sure that there is no confusion, Campbell's hero's journey is in no way universal. There are several stories among tribal cultures that have nothing to do with hero's journey.

Personally I would not use such a plan but would rather have it develop organically in play. If the players or their characters get lucky and kill the BBEG on their first attempt, there will be no defeat, and such shall be this story. Likewise, I seel little point in assuming the player characters will win in the end.

(You might want to fix the link, which has an extra http// in the url.)</description>
		<content:encoded><![CDATA[<p>Just to be sure that there is no confusion, Campbell&#8217;s hero&#8217;s journey is in no way universal. There are several stories among tribal cultures that have nothing to do with hero&#8217;s journey.</p>
<p>Personally I would not use such a plan but would rather have it develop organically in play. If the players or their characters get lucky and kill the BBEG on their first attempt, there will be no defeat, and such shall be this story. Likewise, I seel little point in assuming the player characters will win in the end.</p>
<p>(You might want to fix the link, which has an extra http// in the url.)</p>
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