Are you/Have you been involved in a really long-running campaign? Tell me about it

johnsemlak

First Post
I've read some posters tell about some really long-running campaigns theyv'e been involved in, and I'm interested in hearning more about them. Some campaigns of ten years or more, and one poster said of a continuous campaign he was in running since 1979!

How do such campaigns hold together over such a period of time? How do they do with rules changes?

What is it about your campaign that keeps you engaged with it for so long?
 

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Ok we had a 8-9 year running campaign... since it was the only game that particular group of friends played we tended to keep playing it instead of giving other campaigns more attention. (As happens nowdays with my other group of friends... multiple simultaneous existing campaigns.)

Your questions are very good... never really thought about why it held up or continued. Many things I would say. We were having a lot of fun. We had a lot of PC vs PC competition. (Who was more powerful or more interesting). 2nd edition rules made advancement slower too. We met more or less twice a month...

Rules changed... much due to new books being launched... like the 2nd Ed. skills and powers. Big changes to characters happened due to these rules in skill and powers.... but the personality was still the same. To sum it up... Fun and Friends and a good measure of goofiness kept the game interesting.
 

I was involved with a ten-year campaign from 1984-1994, with occacional games after - it only broke up because people moved out of state. More recently I've been involved with a 1999-present.

How did they hold together? Well, first and foremost, in both cases we were all friends outside of D&D. Second, we have fairly slow character advancement (considerably slower than the rules in 3e). This helps because there is always another level to be gained; in the ten-year 1e campaign, the monk never quite made Grand Master of Flowers - I believe he was one level short. Third, we focus more on politics than anything else at the upper levels. In both my long-running campaigns, each player has been in charge of a tribe, duchy, temple, thieves guild, or some such organization. This changes the goals from just kill-loot-advance to stories/rivalries/border disputes/marriages of state/etc. I can't recommend this change enough. Other than being good friends, I think that in-game politics are the biggest single key to a very long-running campaign.
 

Best longs-running campaigns I was in (well, ran in both cases) were A) 4 year RuneQuest campaign and B) 5+ year Ars Magica campaign.

In the case of A), we started out with a small series of adventures, which quickly blossomed out of control. We met once a week, Tuesday nights, for about four years (give or take a couple months), with a couple short breaks (one shots) for Paranoia. The group started out as mercenaries working for tame the lands of Prax, but ultimately ended up working with the Free Prax movment. No characters who started the campaign were there at the end, but we did have one character who survived about 2.5 years of play.

B) was in grad school. We played about 2-3 times a month, depending on what was due and the state of our research. Ars Magica lends itself well to continuity -- we followed the fortunes of a covenant (magical community) more or less from inception to a huge, near-apocalyptic battle. Of the magi, I think 1 died and 1 went into Twilight; none of the companions stayed from beginning to end (most retired due to age); the grogs and covenfolk dropped like flies. It was a very, very satisfying campaign spanning over 50 years of "game time" and we were able to see whole generations rise & mature (and fall...).

D&D has never lasted that long for me.
 

Silvermoon is the one with the 24 year old campaign; mine's a relative stripling youth at 11 and a half years. :)

We've steadily played twice a month for that long, same game world and (barring player turnover) same characters. They're an amazingly loyal group filled with great roleplayers.

I started out with unconnected Dungeon adventures and no ultimate vision or plot line. That's changed over the years, and now there are lots of subthreads. The PCs' actions have created immense change in the world; that change has invested them in what's going on, so they don't want to stop.
 

johnsemlak said:
How do such campaigns hold together over such a period of time? How do they do with rules changes?
A friend of mine (of about 6 years) created a game world in 1982 based on Greyhawk (very different map). He was in college at the time and spent months creating background information, photocopying dragon articles and other writing which he compiled into a two volume almanac (about 2 inches wide) about the world. For years, he and his original crew played daily, then weekly. Many of the original crew drifted away as they found real jobs, got married, etc. But fresh blood was always available to boster the party. I joined about 5 years ago when the party (still containing 2 original members then and to this day) was about 9th level (this is why old-timers hate the fast advancement of 3e). We were meeting monthly then and we've slipped to quarterly recently but following is why we stick with it:

10 years before I joined the game, the party found parts 1 and 2 of the Rod of Seven Parts. Being 6-7th level they wisely felt they were messing with stuff they shouldn't and hid the artifacts. A few months before I joined the game they discovered that the king of the nearby elven lands, engaged in a long war with a neighboring group of evil elves, had for some reason attached the hand and eye of vecna to himself and was now a pawn of the dark god of undeath. According to bardic lore, Vecna, avatar of the god of undeath, was originally defeat with a sacred rod that shattered into 7 parts when it destroyed Vecna. When the players heard this they were like "Where did we leave that?" The DM was having his own laugh because he had parts of this planned for 10 real time years.

As I was introduced into the game, I possessed a family heirloom which, turns out, was part 4 of the rod. I was a diplomat from the unknown dwarven lands. (18 years of gaming and no one had played a dwarf!) The best part was the end battle where I did not enter the Elven Court because I didn't think it would be proper for a diplomat from the dwarves to blast the Elven king with an artifact. :)

As for the rules, they are 1e generally using 2e THACO. Lots of 2e splatbooks are in play for some characters. Major spellcasters though are old characters and use 1e spell descriptions. (For a time, I was in games of all 3 editions and had to keep track of what lightning bolt could do simultaneously in all 3 editions.) There are psionics, the Dragon alternate Bard (not so hard), a skill system that was grafted on from Runequest along side the 1e/2e proficiency stuff. No 3e rules have crept in yet but if a situation comes up the 3e resolves well and no rule exists in the old editions, I'm sure the 3e rule will enter the game. Otherwise rule changes are completely ignored.

Does that help? Basically, a long running game requires drive and determination. Once you gain critical mass, it should be self-perpetuating.
 

I ran a WFRP campaign that ran from 1986 to 1992. I had a D&D campaign that lasted from Summer 2000-Spring 2003. I believe friends are the key to keeping it going. None of the campaign have been as deep or rich as many I read about here, but we all enjoy each others' company. Both group broke up due to folks moving out of state.
 
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I have been running the same D&D campaign since 1992. We started under 2nd edition AD&D, but never really made the Skills & Powers changes. When 3E came out, we changed over, and are currently in the process of making some 3.5 updates. The rules changes we have made over the years haven't been a big deal, especially since I have always rather extensively house-ruled my games (hit locations, spellcasting rolls, 12 different spellcasting classes, cap at 6th level spells, etc).

As far as how I started the campaign, it was without an overriding plotline. Initially, it was letting the PCs explore, make new allies and enemies, and become more knowledgeable about the world. After they had some knowledge about the world and were around 3rd level, I began interjecting short plot arcs of 2-4 adventures dealing with similar themes or events. I didn't run the related adventures one after another though- I'd throw in unrelated adventures as well. After a few cycles of this, the PCs will have some strong likes/dislikes and will have developed interests of their own, and agendas they want to pursue. I developed my homebrew world as they went, adding on interesting bits here and there, fleshing out things as they encountered it, or as inspiration struck. I never made an uber-villain or over-arching theme, because when you do that, you suddenly place limits on your world.

Currently, the group is in the middle of a plot arc involving mortal agents of Asmodeus trying the bring the Arch-Devil back from oblivion after mortal followers of the paladin's church and the sun god's church summoned him and tried to fragment his spirit. While they believed he was destroyed, in fact his essence slipped into other spirits and the land, corrupting them, and his followers are attempting to re-assemble enough of his soul to bring him back. The PCs course isn't clear cut though- they may end up aiding the diabolists, since long ago the gods and demons decreed that they would not war with each other again- and the mortals who did this to Asmodeus broke that accord- incurring demonic wrath. Or they might fight against the diabolists, and risk another demonic incursion which would kill thousands of people. Or, most likely, they will do some rat-bastard sneaky thing I never expected and have some REAL fun.

There are a few things I think that are needed to run a long-term game.

1. The first thing you've got to have for a long-running game is friendship between the players outside the context of the game. Most of the people I have gamed with in this campaign were high school buddies, my sister, or people I met in college and invited to join after we were friends. We have had about a 50/50 split between men and women in the group, which I also think helps to keep perspectives fresh since it isn't just a bunch of guys getting rowdy and killing things.

2. Trust the DM. This one sounds like a no-brianer, but its vital. If players are always second-guessing the DM, his rulings, and what he allows in the game, the game won't make it very long. As the DM, you've got to be fair, know when to pull your punches, and when not to budge. I run a low-magic world, and when one character said he wanted a holy avenger sword (under 2E), I said such weapons don't exist in my world. He huffed and puffed for a while, but eventually acquired a sword that was used by one of the important saints of his religion- and conferred some of the traits the saint was renowned for on him. Not only was he happy with this, he preferred it to a holy avenger, even though the equivalent plus on the weapon in 3E is only +3. Be willing to work with your players to make them happy, but don't cave to them or give them exactly what they want.

3. Which brings me to this point- keep the players guessing. Never quantify something as a DM in a concrete manner for them. Don't ever tell them they are attacked by 4 trolls- describe the trolls, but don't call them by name. Come up with new and unusual situations, opponents, and even allies. I have learned to NEVER absolutely state another character's alignment- let them wonder about the NPC, his motivation, ethics, etc. I also don't tell my players the exact plusses of their weapons, armor, etc. In fact, I still keep most of their stats a secret. Sure, they know that they are 10th level, but they don't know how many HP they have, how many are gone, what their exact saves are, their AC, etc. All of my players agree on this one- by keeping the focus off the numbers, their characters become more real to them, and they make decisions based off what happens in the game, rather than off min/maxing a situation. Obviously this one goes hand-in-hand with DM trust. It requires more work from the DM, but its worth it.

4. Let them see their actions have consequences, for good or ill. Most DMs gloss over this one- but I have on several occasions had repurcussions for events they were involved in YEARS previously in the campaign. Sometimes, the PCs have forgotten an important loose end that comes back, other times they might have a mysterious benefactor who profited from their actions offer assistance. Let them know the world is a dynamic place, and while they are important, the world doesn't center on them.

5. Allow the PCs to establish strong relationships with NPCs- then don't kill those NPCs off as plot hooks. This helps the players relate to the world on a personal level, rather than "we must save X because it is the Good thing to do." Foster friendships, rivalries, hatred, etc between specific PCs and NPCs, and bring back these NPCs occasionally. The guy who plays the paladin in my game actually teared up when his old buddy/friendly rival from his novice days in his church died. Believe me, it will suck the players into the world, and get them more motivated than a pile of gold or magic items ever would.

6. Give all your major NPCs complex motivations- not just alignments. I try with every semi-important NPC I create to list 5 positive and negative things about their personality, and give them a plausible motivation(s). This has resulted in some really unusual NPCs- for example: a self-righteous CG cleric who saw himself as the means by which he could bring down a corrupt government, but who was deeply afraid that others might find out that he was the major power involved in setting up the lord- so this he and his church might profit. Or a demonologist who tortured, experimented on, and mudered hundreds of souls to prevent his son from being ravaged by a disease that clerics and the nobility would not aid due to his low social station. Give NPCs real motivations, personalities, and beliefs- and the PCs will interact with them more than simply at the tip of a sword.
 

Back in NZ the DM I played with had been running his campaign world for 15 or so years at the time, now more like 20. It started while he was at high school, with his brother and his brothers friends. Old PCs still exist in the world as NPCs, and the players actions made the world what it is today. There a re a few details about the world that Marky refuses to change even tho none of us played in it earlier, and they are hangovers from the silliness of his 17 year old self (A city called Spoon for example), but generally it just has an extremely well developed sense of history and in particular religious and political intrigue that makes it very reliable in terms of long term play.

I played in 2e, through the changes into 3e, and I went home and played one ame with 3.5, so I've seen some rules changes. Mostly Marky just retro-engineers things in a kind of 'whadaya mean? It's ALWAYS been like this' way.

I guess I can't really claim this as my campaign, but I think MArky hasn't played continuously through all that time, so that's probably helped. That and his incredible level of obsessiveness.
 

The longest running campaign I was ever involved in was actually for Star Wars d6. It ran from 1989 to 1997, changed GMs once and players rotated in and out as school and work schedules permited. In game we went from just after the Battle of Yavin to just before the Thrawn trilogy by Timothy Zahn.

hunter1828
 

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