What rpg system would you use for a 60+ session fantasy campaign?

I was really interested in Spacemaster many years ago, but before I tried to introduce it to people I decided to create a couple characters--and crashed right into a wall. And I wasn't exactly hostile to complex character gen.
I'm not suggesting everyone loves RM. It sounds like you're talking about learning the entire game alone, in order to run it and teach it yourself.

My point is that, as a GM who knows and loves the system, I've never had a problem introducing new players. I'm saying no more or less than that.
 

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I'm not suggesting everyone loves RM. It sounds like you're talking about learning the entire game alone, in order to run it and teach it yourself.

Pretty much.

My point is that, as a GM who knows and loves the system, I've never had a problem introducing new players. I'm saying no more or less than that.

I didn't mean to contradict you in any way. I was mostly noting it as an oddity from someone who normally leans in to relatively complex systems.
 

Right now I'm looking at Fabula Ultima, Draw Steel and the Stormlight Archive for my next long form game. All seem like they are distinct (offer something new) and should challenge me as a GM in different ways. I'd add Conan 2d20 and Warhammer - The Old World to the list of options but I would rather play them than run them.
 

Some sort of D&D...I think you want class and levels. I ran numerous campaigns (one lasting 8 years of weekly play) using this type of system and I was a blast.
My choice from the current bath of D&D-like games is Castles & Crusades...plays fast, very AD&D like in feel, and highly compatible with any OSR or older D&D products.
 

Vampire: Dark Ages would be my first choice.

Second one would be 7th sea, 1st edition, for more fantasy meets swashbuckling.

Honorable mention: LOTR 5e

I generally like classless systems which allow for horizontal growth of characters.
 

Guaranteed 60+ sessions with the same players and characters? Honestly, I think I'd like to do it with D&D 4e. I'd love to see a party run the full 3-tier arc, from 1st to 30th level. I'd level them up every couple sessions, maybe dawdle a bit in the early paragon tier. I'd start out in Eberron, but by late paragon tier there would be world- and planehopping shenanigans visiting every other setting I like.
 

...1. The campaign you'll be running will be at least 60 sessions long, more if you wish
....6. Also don't worry about getting players - let's say you have them and they want to play and will learn the game if they don't already know it.
....7. Let's say there's good online VTT support for whatever system you choose. I know, not realistic, but it's not a factor you need to consider if you would run this online.
Considering this hypothetical scenario has at least those 3, there's no way I'd run it with the 800 lb Gorilla driving the TTRPG biz jugernaut, which is D&D 5e. I'd definitely take this as an opportunity to use a less known system.

My 1st consideration would be rules that could run for the length of 60 sessions, let alone more.

That would stress a number of 10 levels only TTRPGs. I know based on the other criteria I could effectively run such a campaign with Adv OSE, but level ups would only come every 6th session at best. Which IME is pushing it a bit considering how important HP increases per level are for PC survivabilty, among other PC gains. Were I still running DCC, it would be in the same boat. So I'm thinking no.

13th Age is another system I like to run, but it's also 10 levels max. However it's designed to have PCs level up every 3 or 4 full heal-ups or 12 - 16 combat enconters. Due to 13A's narrative nature it presents a lot of opportunity for meaningful social and exploration encounters. As well, it has incremental advances so players can get say a feat, ability score bonus, HP increase, or background bonus after a session before they actually level. I love it's play around Icons and many of my players do too. So I'm thinkng yes to it, as long as I'm mindful to run less encounters that are combat oriented.

Savage Worlds is another system I really enjoy and it can be run with good results for any Fantasy genre. But SW by design is for shorter campaigns and advancements by default come quickly. Even using the slower advancement of every 3rd session, after 60 sessions that would put Heroes at Legendary+4 ranks. I personally don't enjoy GMing SW campaigns to Legendary+, because IME Heroes become omnipotent. The trick would be to use the older XP advancement in SW Deluxe edition and often only awarding 1 XP for encounter rewards. A GM can of course reward advancements only every 4th session, but my problem with that is that most experienced SW players I've run campaigns for expect faster advancement and begin to grumble when they're not getting it. For me XP rewards have been more effective, because the rate can vary such that PCs will sometimes advance after only 2 sessions that featured very challenging encounters and, at other times after 6 with a series of low challenges. That in general has proven to be more satifactory.

The Sword of Cepheus is another system I'd consider. It's a terrific TTRPG with a primarily targeted at Sword & Sorcery, but the latest edition also supports different Fantasy genres - even SciFi-Fantasy. It's a classic 2d6 system with balanced and enjoyable game play. I know it'd work, because it shares the same DNA as Mongoose Traveller 1e, where players take careers and after character creation a PC's deemed to be about as competent they'll become. It uses XP for advancement, and by default only 1 XP is awarded at adventure completion; 2 XP in rare circumstances. Meanwhile skills cost 10 XP to advance and can only be increased during downtime. There's an optional to give 1 XP after every session which would translate to 1 skill increase after 10 sessions. Depending upon the Fantasy genre I'm running, I'd probably use that option. So yes to using it.

Were I to use any D&D flavor, it'd be AD&D2e. I'm new to it, but I've read its options for slower progression. And from discussion with my DMs and fellow players, campaigns can run for years. Meanwhile it seems very flexible and able to handle many . Not to mention there's one heckuva larger library of publications avaialble for it.

Pendragon and the family of TTRPGs based around the Basic Roleplaying (BRP, Mythras, RQ6) are also able to handle all the criteria. So I might us any of them. And with VTT support, I go with my regular IRL table habit of having a personal computer with a pseudo-client up on the big screen. So that players that can't make the session can opt to play remotely while table players can view them.
 

Beyond Level Up and ACKS II, games I would happily run as a 60+ session campaign include Legend of the Five Rings (any edition prior to 5th), Star Trek Adventures, Marvel Multiverse, any of Kevin Crawford's ...Without Number series of games, a 1e/2e AD&D hybrid (my jam for 20+ years), or BECMI.
 

That’s a fair point, and I agree—there are definitely cases where planning a campaign around a defined time frame makes sense. I’ve seen that work well when groups know their availability is limited or want to build something self-contained.

That said, those examples lean toward situations where time is a constraint, which is a little different from what this particular hypothetical is asking. The original premise explicitly removes those limits—assuming full time, support, and player commitment—so the focus shifts more toward which systems can actually sustain play over that long stretch, not which ones can fit within a schedule. We're addressing different questions.
Which, now I think on it, makes me wonder why the OP framed the question around a 60-session span (or any limited-number span) rather than simply asking what's the best system for a campaign whose duration is open-ended i.e. it'll keep going as long as everyone's willing to keep at it.
 

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