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Campaigns: How long is too long?
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<blockquote data-quote="3ArmSally" data-source="post: 7100790" data-attributes="member: 6872266"><p>It depends one the people playing and the rules chosen. If players don't take ownership of the world (leading armies/nations/organizations, trying to achieve godhood, or starting families) high level D&D can become repetitive unless you move out to The Planes. Meanwhile an intrigue game like Vampire could go on for ten years and still seem fresh as mysteries unfold and subtleties shift about in the background. Opposite side of the coin if your Paranoia campaign goes two adventures you are doing it very wrong.</p><p>The real core of campaign length is based on goals and interest. If the player continue to see living vital characters instead of numbers on a page they'll keep coming back. Numbers are fun, but the Monster Manual only has so many pages, people will get bored. If a game master sees running as a job he/she will lose interest. Players need to take over and guide play at some point, people who can cast wish and slay armies shouldn't be waiting for a new dungeon they should be using their influence proactively. </p><p>Currently, due to everyone in my group having busy lives/families we target 6-9 months per campaign, finish the story arc and have a new GM run a new campaign using a new rule set. It's been our experience that when a player gets bored and they're older than thirty they just stop coming and it's hard to win them back.</p></blockquote><p></p>
[QUOTE="3ArmSally, post: 7100790, member: 6872266"] It depends one the people playing and the rules chosen. If players don't take ownership of the world (leading armies/nations/organizations, trying to achieve godhood, or starting families) high level D&D can become repetitive unless you move out to The Planes. Meanwhile an intrigue game like Vampire could go on for ten years and still seem fresh as mysteries unfold and subtleties shift about in the background. Opposite side of the coin if your Paranoia campaign goes two adventures you are doing it very wrong. The real core of campaign length is based on goals and interest. If the player continue to see living vital characters instead of numbers on a page they'll keep coming back. Numbers are fun, but the Monster Manual only has so many pages, people will get bored. If a game master sees running as a job he/she will lose interest. Players need to take over and guide play at some point, people who can cast wish and slay armies shouldn't be waiting for a new dungeon they should be using their influence proactively. Currently, due to everyone in my group having busy lives/families we target 6-9 months per campaign, finish the story arc and have a new GM run a new campaign using a new rule set. It's been our experience that when a player gets bored and they're older than thirty they just stop coming and it's hard to win them back. [/QUOTE]
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