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Creating a long-term campaign
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<blockquote data-quote="Thanee" data-source="post: 1568729" data-attributes="member: 478"><p>Having some experience in a very similar approach (we had a long-running shadowrun campaign with multiple, changing GMs and ever-changing player base), I can give you this advice:</p><p></p><p>If you want to create something, that can be called a grand picture, then you'll need reports of the individual games. Either player-written or you'll have to do all the work. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Similar to the story hours here.</p><p></p><p>In my example above, when I was part of the GM crew (during the last third or something), we did a newsflash-style HTML-document, which contained information about what was going on, plus some other bits and pieces to round things off, as well as having one player in each group write a report from the character's perspective. This stuff is also very fun to read after a while and absolutely worth it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> A webpage where you can upload all the stories would be a good idea, obviously.</p><p></p><p>Players that are interested can then read it to get a better picture, which will allow them to better integrate into the campaign.</p><p></p><p>Character-driven plots are obviously not the best idea, unless they are only very short duration sub-plots. Also plots should allow for changing characters, so having a group travel into the plane of no return or somesuch isn't adviseable. Keep it simple, there will be enough complications, anyways. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Our campaign also started out with some sort of parent organization, with all player characters being part of it, but the organization was shattered as part of a story arc (there were three huge story arcs, each with a different set of GMs) and the loose ties, which persisted also worked very well.</p><p></p><p>An organization would allow players to have a certain feel of trust towards each other, which is good.</p><p></p><p>With completely different groups you could also play adventures, which are linked to some degree, but highlighting a completely different angle. As an example, the Matrix Reloaded (or was it Revolutions!?) movie + the computer game would create something similar, where the story in both is essentially the same, just watched from a different position and focused on other characters.</p><p></p><p>Bye</p><p>Thanee</p></blockquote><p></p>
[QUOTE="Thanee, post: 1568729, member: 478"] Having some experience in a very similar approach (we had a long-running shadowrun campaign with multiple, changing GMs and ever-changing player base), I can give you this advice: If you want to create something, that can be called a grand picture, then you'll need reports of the individual games. Either player-written or you'll have to do all the work. ;) Similar to the story hours here. In my example above, when I was part of the GM crew (during the last third or something), we did a newsflash-style HTML-document, which contained information about what was going on, plus some other bits and pieces to round things off, as well as having one player in each group write a report from the character's perspective. This stuff is also very fun to read after a while and absolutely worth it. :) A webpage where you can upload all the stories would be a good idea, obviously. Players that are interested can then read it to get a better picture, which will allow them to better integrate into the campaign. Character-driven plots are obviously not the best idea, unless they are only very short duration sub-plots. Also plots should allow for changing characters, so having a group travel into the plane of no return or somesuch isn't adviseable. Keep it simple, there will be enough complications, anyways. :D Our campaign also started out with some sort of parent organization, with all player characters being part of it, but the organization was shattered as part of a story arc (there were three huge story arcs, each with a different set of GMs) and the loose ties, which persisted also worked very well. An organization would allow players to have a certain feel of trust towards each other, which is good. With completely different groups you could also play adventures, which are linked to some degree, but highlighting a completely different angle. As an example, the Matrix Reloaded (or was it Revolutions!?) movie + the computer game would create something similar, where the story in both is essentially the same, just watched from a different position and focused on other characters. Bye Thanee [/QUOTE]
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