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Loooong Campaigns...How Do You Do It?
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<blockquote data-quote="Gulla" data-source="post: 3064901" data-attributes="member: 4272"><p>I've never run anything for 14 years, but I always start out a campaign with an idea of the scope. In 3 weeks I will end my current D&D campaign and it has been running for a little over 5 years. I always knew the major plotarch and estimated it to last 4-5 years. </p><p></p><p>So my secret is having a long plotarch that will be the theme of the campaign, and make sure that most of the sessions and minor plots have some hint of this. And having good friends as players so I avoid all the "my players/GM are morons" problems.</p><p></p><p>The other secret is talking to the players about what they want along the way. Take a session and talk player-to-GM about metacampaign issues. Do we agree on the mood of the campaign, is there too many dragons, too much/little fighting, is it OK to have romance, how do we handle the polymorf-class of spells/abilities, any rules that ruin the game for anyone etc. Incuded in this is that all my players (I think) tell me when something is reducing their fun.</p><p></p><p>Håkon</p></blockquote><p></p>
[QUOTE="Gulla, post: 3064901, member: 4272"] I've never run anything for 14 years, but I always start out a campaign with an idea of the scope. In 3 weeks I will end my current D&D campaign and it has been running for a little over 5 years. I always knew the major plotarch and estimated it to last 4-5 years. So my secret is having a long plotarch that will be the theme of the campaign, and make sure that most of the sessions and minor plots have some hint of this. And having good friends as players so I avoid all the "my players/GM are morons" problems. The other secret is talking to the players about what they want along the way. Take a session and talk player-to-GM about metacampaign issues. Do we agree on the mood of the campaign, is there too many dragons, too much/little fighting, is it OK to have romance, how do we handle the polymorf-class of spells/abilities, any rules that ruin the game for anyone etc. Incuded in this is that all my players (I think) tell me when something is reducing their fun. Håkon [/QUOTE]
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