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Do you favour short or long campaigns?
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<blockquote data-quote="Lanefan" data-source="post: 7124293" data-attributes="member: 29398"><p>The longer the better. When I start a campaign as DM my intent is that it keep going as long as I'm willing to run it (and have any ideas to put into it), anyone's willing to play in it, and the rules system holds up.</p><p></p><p>So far my three campaigns have gone 10+ years, 12+ years, and 9+ years: the last of those is still running with lots left in the tank.</p><p></p><p>BUT - there's some tricks you kind of have to be able to pull off in order to make it work:</p><p></p><p>- slow the level advancement to (compared to RAW 3e-4e-5e) a snail's pace a la 2e</p><p>- encourage players to each have several characters on the go, and to cycle them in and out (changing the party makeup both helps keep things fresh and further slows overall advancement)</p><p>- encourage players to make more than one party out of those characters, then run each group for a few adventures before flipping back to the other (same benefits as changing the party makeup)</p><p>- from experience I've learned that having a really well-nailed-down history and backstory for your game world* is very useful, in that you can then mine it for stories and plots</p><p>- you'll want to have a big collection of adventure modules etc. for a wide range of levels available, depending on the story arcs you might have in mind</p><p>- don't use published APs as written; instead build some proto-APs out of adventures you already have in mind and embed them into your campaign (and break the published APs into stand-alones)</p><p>- don't have a fixed endpoint in mind at any time until and unless you're considering winding the campaign up</p><p>- assume you'll have player turnover as well as character turnover (in other words, always know where to dig up replacement players for when someone leaves, moves away, or whatever) <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=":)" /></p><p></p><p>* - or at least the general region where the party starts - the realm they're in and those realms just around it at an absolute minimum - but keep in mind you might have to expand later once they get access to long-range travel.</p><p></p><p>Lan-"as a player I also expect a campaign, once started, to keep going until the system collapses or the players or the DM have had enough"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7124293, member: 29398"] The longer the better. When I start a campaign as DM my intent is that it keep going as long as I'm willing to run it (and have any ideas to put into it), anyone's willing to play in it, and the rules system holds up. So far my three campaigns have gone 10+ years, 12+ years, and 9+ years: the last of those is still running with lots left in the tank. BUT - there's some tricks you kind of have to be able to pull off in order to make it work: - slow the level advancement to (compared to RAW 3e-4e-5e) a snail's pace a la 2e - encourage players to each have several characters on the go, and to cycle them in and out (changing the party makeup both helps keep things fresh and further slows overall advancement) - encourage players to make more than one party out of those characters, then run each group for a few adventures before flipping back to the other (same benefits as changing the party makeup) - from experience I've learned that having a really well-nailed-down history and backstory for your game world* is very useful, in that you can then mine it for stories and plots - you'll want to have a big collection of adventure modules etc. for a wide range of levels available, depending on the story arcs you might have in mind - don't use published APs as written; instead build some proto-APs out of adventures you already have in mind and embed them into your campaign (and break the published APs into stand-alones) - don't have a fixed endpoint in mind at any time until and unless you're considering winding the campaign up - assume you'll have player turnover as well as character turnover (in other words, always know where to dig up replacement players for when someone leaves, moves away, or whatever) :) * - or at least the general region where the party starts - the realm they're in and those realms just around it at an absolute minimum - but keep in mind you might have to expand later once they get access to long-range travel. Lan-"as a player I also expect a campaign, once started, to keep going until the system collapses or the players or the DM have had enough"-efan [/QUOTE]
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