Rod Staffwand
aka Ermlaspur Flormbator
I believe the design goal was to get a 1-20 level campaign in less than 6 months of games (something like 30 'standard' adventuring days). I think the idea was to keep the pace up, rapidly evolve the PCs and the challenges they face, and then wrap it up before players get bored or the group otherwise devolves. Players love new toys to play with.
To me, and everyone I play with, it feels like gaming on fast-forward. I'm a player in a campaign now that started in 2003. We're all around level 13 at this point and the campaign has 5+ years of life left in it. We played for 3 years before we ever made it to a town larger than 300 people or a +1 item showed up. I've got notes on character sheets referring to NPCs and quest goals I don't even remotely remember anymore. A couple of players had kids that were born that first year. Those babies are now teenagers and have started playing themselves.
To me, that's a campaign.
To me, and everyone I play with, it feels like gaming on fast-forward. I'm a player in a campaign now that started in 2003. We're all around level 13 at this point and the campaign has 5+ years of life left in it. We played for 3 years before we ever made it to a town larger than 300 people or a +1 item showed up. I've got notes on character sheets referring to NPCs and quest goals I don't even remotely remember anymore. A couple of players had kids that were born that first year. Those babies are now teenagers and have started playing themselves.
To me, that's a campaign.