Choosing a new campaign


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Which seems as good a time as any to discuss - if you yourself didn't have a clear single choice of what you wanted to run, how did you work with your players to figure it out?
I usually have multiple campaigns in my head, so my standard operating procedure is to have my players vote on which one they want to play. I will typically give them a minimum of three campaigns to choose from though I think I gave them five or six once. In practice, I think it's best to give them just three campaigns to choose from. Sometimes I ask them to rank each campaign in order of preference. i.e. 1st pick, 2nd pick, etc., etc.

While I'm typically the GM, sometimes someone else in the group volunteers to run a campaign. When someone does step up, I typically become a player no matter what the game is or even if I'm interested. I'm happy to take turns.
 

We have a roster of 4 or 5 GMs in my group, so GMing duties move around and no GM is needed to run back-to-back campaigns. When one campaign comes to an end we discuss who fancies running something next and what they would like to run. Usually it’s relatively easy to settle on an option as we have pretty compatible tastes. It’s rare that there are no good options open to us.

It was my turn to run a campaign most recently (ran Lost Colony, as it happens) and we settled on that as a shift from the fantasy staples we usually play. Real-life factors play into deciding who will run, as one of us is a teacher and one of runs a seasonal business, giving them busy periods and quieter periods.
 
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This group was inaugurated with a 5-year long Classic Deadlands campaign, way back when. They have not played SWADE, but it is basically cut-down Deadlands proper, so I don't expect the system to be an obstacle for them.
For clarity, I was saying that I have read that the new version of Lost Colony specifically is not great.
 

Lost Colony was the first SWADE campaign book, and is a bit weaker than their later stuff. There are definite typos in some of the materials, and people in modern body armour are highly protected against bullet type guns. I would recommend using the new Sci-Fi companion with it to maybe tweak the weaponry and armour available.

The campaign in the core book can be a bit of a railroad unless you follow their recommendation to spread out the story-beat sessions with unrelated adventures in between. I ran a chunk of the included Savage Tales, and the standalone adventures A Billion Miles from Home and Widowmaker interweaved with the main campaign. It made for a diverse game.

Go in with your eyes open and ready to deploy your GM skills to tune things and it’s a completely runnable campaign. It was probably 100 hours of table-time for our group.
 

Which seems as good a time as any to discuss - if you yourself didn't have a clear single choice of what you wanted to run, how did you work with your players to figure it out?
I'm always in that position. I've 2-5 I'm prepping for at any given point. I pick the closest to ready 3, and put them forward, usually 2-3 weeks before. the week before is usually some session 0.
 

To keep burnout at bay when I am running a campaign I am always working on a second and sometimes third campaign. Helps to have two creative outlets. And then I have something I'm prepared for and excited about when I start a new campaign.
 


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