Cool ptolus open campaign idea I came across

BiggusGeekus

That's Latin for "cool"
I was in the game store today and the clerk told me about me her fiancee's upcoming Ptolus game. The idea is that since everyone has different schedules, it's an open game. Ptolus takes place in a city and in cities people are constantly coming and going all the time. So he's going to use the nature of a busy city to accommodate people missing games or only showing up for one adventure.

I thought it was a neat idea.
 

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Great idea if you can time it so that it makes sense when people suddenly walk out in the middle of the adventure:

"Hey, guys, I have to head home. Can someone cover me while you finish off the rest of these bandits? Thanks. Maybe I'll see you around again sometime."
 

This is where an episodic campaigns works well. Each session is its own episode with a beginning, middle, and end. That way people can come and go between sessions. Episodes can even have a story that links them together.

My gaming group is looking at doing something similar for the summer when everyone's schedule fills up with summer events. We may even rotate GMs in and out. We might switch to genres to modern play and maybe do an X-Files-like season for the summer with each session a new episode.
 

I've tried doing that but it just didn't work well for my group. Part of where I failed though was that I didn't set my games to have that ending feeling to each session. I think thats what is needed to have this idea work sucessfully.

I'm a failure. :(

Now I just say that they were there all along, just in the background. I also yell at them if they try to say that is doesn't make any sense! :eek:
 




As long as you stick around the city and don't finish the session in the middle of a combat I think it is definitely doable. What if one of the PC's wants to talk to another PC who isn't there that particular session though? (to get some information or some equipment that is vital, for example)

Olaf the Stout
 

Cake Mage said:
I've tried doing that but it just didn't work well for my group. Part of where I failed though was that I didn't set my games to have that ending feeling to each session. I think thats what is needed to have this idea work sucessfully.

The ending doesn't have to have everything wrapped up in a nice bow with all the plot lines closed. Some of the best endings leave a bunch of questions, leaving the players wanting more.

Thomas Percy said:
Interesting idea.
I'm curious it can work?

I've run episodic campaigns before and found I like running them much more than normal free-form sprawling campaigns. I haven't tried with rotating players, but I don't think it would be too difficult as long as the number of players each session is fairly consistent.

But, there are a few caveats to episodic play. Players must be more accepting of a bit of railroading at the beginning of each session. It helps to have a mentor or authority figure giving guidance or orders to the PCs. This way, they don't wander around looking for adventure, it is handed to them and they are told to start their investigation at Point A. It also helps if the PCs trust the NPC, so if they start to get lost they can go to the NPC to review information and get back on track to head to Point B.

I would think a mentor NPC would be especially helpful with rotating players to bring everyone up to speed on the current situation. This way there could be an underlying story to what is going on in the vein of Lost rather than a bunch of random disconnected adventures like Gillian's Island.

I also try to scale down, keep the action moving, and the adventure focused. This way, I can be assured we reach the end of the episode before we run out of time. Therefore, there is no such thing as a random encounter, everything has a purpose even if it isn't apparently clear to the players. Travel is usually glossed over, red arrow across the map Indian Jones style.

But, I like episodic play because I can plan and script out a few cool scenes/encounters. I know the PCs will end up at the haunted mansion on the top of the hill, so I can really pour energy into its description, the NPCs, and the monsters there.

If you can get you players to think of the game like a TV show, it helps even more. Dropping them into the middle of a fight--that out of character they have no clear idea why they are fighting or how it started--to start an episode just because it is cool and leads to a fun adventure becomes no big deal.

Anyway, games are supposed to be fun. I've just found this is my way of stripping back everything that slows down the pace of the game and provided more opportunities for the PCs to be adventuring heroes.
 
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This is my plan exactly when I get my PTOLUS game off the ground...

Though I'm considering doing an EBERRON campaign first, but PTOLUS will happen eventually, and I plan on having a very "open" campaign to accomdate an alternating cast of characters.

I'd love to hear from those who do this, and what are some of the pitfalls might be from such a format.
 

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