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Using long passage of time successfully...examples?
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<blockquote data-quote="Rune" data-source="post: 6031918" data-attributes="member: 67"><p><a href="http://www.enworld.org/forum/story-hour/118-runic-storyhour-oriental-adventure-dream.html" target="_blank">I once ran a campaign</a> designed to play out in five acts, each with an advance of five years in between the act. Also, because the game was set in a dream (The Dream), I played around a bit with memory, especially with such long periods of time elapsing. Regrettably the group fell apart during the third act (and the story hour didn't even get that far), due to ongoing player commitment issues--a problem I routinely had back when the group was primarily made up of college kids (myself included).</p><p></p><p>I ran a later campaign with a (mostly) different group that has spanned two editions (and is still ongoing), but when 4e came out, my players begged me to switch, so we advanced the timeline by 10 years and the players played a new generation (one of whom had been rescued as a child by the original party from becoming fuel for a negative-energy generator). This campaign's story hour is, as yet, forthcoming.</p><p></p><p>There's <a href="http://www.enworld.org/forum/story-hour/299257-runic-fable-hour-animal-adventure.html" target="_blank">another little game</a> that I was running along the side (and still am, in theory--though we haven't gotten together for it in a while). This one is set up as a series of fables, with each adventure being separated by an undefined period of time--but each understood to be weeks or months apart.</p></blockquote><p></p>
[QUOTE="Rune, post: 6031918, member: 67"] [url=http://www.enworld.org/forum/story-hour/118-runic-storyhour-oriental-adventure-dream.html]I once ran a campaign[/url] designed to play out in five acts, each with an advance of five years in between the act. Also, because the game was set in a dream (The Dream), I played around a bit with memory, especially with such long periods of time elapsing. Regrettably the group fell apart during the third act (and the story hour didn't even get that far), due to ongoing player commitment issues--a problem I routinely had back when the group was primarily made up of college kids (myself included). I ran a later campaign with a (mostly) different group that has spanned two editions (and is still ongoing), but when 4e came out, my players begged me to switch, so we advanced the timeline by 10 years and the players played a new generation (one of whom had been rescued as a child by the original party from becoming fuel for a negative-energy generator). This campaign's story hour is, as yet, forthcoming. There's [url=http://www.enworld.org/forum/story-hour/299257-runic-fable-hour-animal-adventure.html]another little game[/url] that I was running along the side (and still am, in theory--though we haven't gotten together for it in a while). This one is set up as a series of fables, with each adventure being separated by an undefined period of time--but each understood to be weeks or months apart. [/QUOTE]
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