Graphics are a fantastic way to make arguments. Not only do they express information in an interesting, digestible way, they are also hard to argue with because you end up engaging the graphic rather than the underlying argument. This becomes doubly problematic when the graphic is particularly clever, and the point of disagreement is strongly open
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If you beat up those cultists, which purpose does it serve - stopping the cultists because they have an agenda and impact within the setting, which you are stopping, or are you doing t because it furthers _your_ story (or possibly just shows off how awesome you are)?
(If I had not been sticking strictly to fantasy, Feng Shui might have been a better example of a showcase, and Chthulu might hav ebeen a better exampel of a campaign).
All that said, I'm not hugely happy with the specific terms, so I'm open to alternatives.
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I don't immediately get what "showcase" and "campaign" signify on your map... I am interested in hearing what stands out to you about these games you've listed.
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In my experience, many D&D players will ONLY play D&D. They won't even consider the idea of playing another game. I've seen this firsthand at Gencon, when I was running a Dark Conspiracy game for the RPGA. I was a couple of players short for the session, and when I asked some wandering gamers if they wanted to play a new game, they decided that they'd rather walk around the shops or go to the movies than play something that wasn't D&D.
It's one of the main reasons I no longer have anything to do with the RPGA (the other being that I have absolutely no desire to play D&D in any way, shape or form any more, which is basically all they offer these days).
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-Mark
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(The comment has been removed)
This is actually amusingly illustrative of the differences between viewpoints. From my view, the difference between DL and most of the classic D&D adventures is pretty small in the grand scheme of things, but if you zoom your view down to D&D (especially Old D&D only) then it's way the hell out in left field.
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