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2-year campaign coming to a close, closing thoughts
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<blockquote data-quote="MNblockhead" data-source="post: 8773442" data-attributes="member: 6796661"><p>Do you have another thread on "Roll your die initiative"? Does the entire party act on the same turn and then the other side? Or do you have everyone decide what they are going to do and then resolve everything in initiative order? Do you let players change their actions based on what the enemies do? It is unclear to me from your description how your homebrew system works. </p><p></p><p>As for the topic at hand, I am currently running a campaign that is in its 4th year and most of the party is at level 17. Leveling is slower than typical 5e campaigns because we are using XP for GP. No XP for defeating monsters. </p><p></p><p>My first 5e campaign lasted almost two years and went from 1 to 20 but used milestone leveling with the intention to play through all levels, even if some levels were only for a single session (one session being 8 hours). </p><p></p><p>The two most important things for long term campaigns is having a good group of available players and avoiding DM burnout. After my first campaign, I shelved my homebrew world and ran published adventures in published campaign worlds. </p><p></p><p>What also helps is that I design my campaigns so that if a player can't make a session, it doesn't affect the session much. It is also easy for "guest" players to drop in. Which allows people to invite friends who can't commit to making every session. We commit to once per month and schedule the next session at the end of the current session. If we tried to stick to strict schedule, it would have fallen apart long ago. This allows the core players to make nearly every session. Also the session are 8 hours long, which makes it easier to avoid having the session end in the middle of something where we feel we really need every character to be at the next session. </p><p></p><p>We incorporate a lot of rules, both official and third party, for downtime activities so that players who are into it have a play-by-mail component between sessions. </p><p></p><p>This approach works well for me and my players, most of whom have been playing with me since 2015.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8773442, member: 6796661"] Do you have another thread on "Roll your die initiative"? Does the entire party act on the same turn and then the other side? Or do you have everyone decide what they are going to do and then resolve everything in initiative order? Do you let players change their actions based on what the enemies do? It is unclear to me from your description how your homebrew system works. As for the topic at hand, I am currently running a campaign that is in its 4th year and most of the party is at level 17. Leveling is slower than typical 5e campaigns because we are using XP for GP. No XP for defeating monsters. My first 5e campaign lasted almost two years and went from 1 to 20 but used milestone leveling with the intention to play through all levels, even if some levels were only for a single session (one session being 8 hours). The two most important things for long term campaigns is having a good group of available players and avoiding DM burnout. After my first campaign, I shelved my homebrew world and ran published adventures in published campaign worlds. What also helps is that I design my campaigns so that if a player can't make a session, it doesn't affect the session much. It is also easy for "guest" players to drop in. Which allows people to invite friends who can't commit to making every session. We commit to once per month and schedule the next session at the end of the current session. If we tried to stick to strict schedule, it would have fallen apart long ago. This allows the core players to make nearly every session. Also the session are 8 hours long, which makes it easier to avoid having the session end in the middle of something where we feel we really need every character to be at the next session. We incorporate a lot of rules, both official and third party, for downtime activities so that players who are into it have a play-by-mail component between sessions. This approach works well for me and my players, most of whom have been playing with me since 2015. [/QUOTE]
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