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Community
General Tabletop Discussion
*Dungeons & Dragons
Do you favour short or long campaigns?
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<blockquote data-quote="MNblockhead" data-source="post: 7124754" data-attributes="member: 6796661"><p>I like both. </p><p></p><p>Long campaigns are, however, difficult to keep going. Life tends to get in the way. It can also be a LOT of work for the DM. </p><p></p><p>I've been running a campaign for about two years and it is getting difficult to sustain. </p><p></p><p>When it completes, I'll likely take a break and play some one one off games, starting with Paranoia and then some other systems I've been interested in trying. Then I'll run a published AP like Curse of Straud to reduce the workload. I find it hard to create my own adventures and world on top of work and family responsibilities. </p><p></p><p>Eventually, I'm sure I'll want to return to the world that I created. I put so much time into it and I and my players have been enjoying it. But next time I would do it differently. Each session will be a different level and I would skip some levels. Every session would be a one-shot adventure but with the same characters. Basically the characters would be a group of heroes, each off doing their own thing, but brought together every few years to tackle a major threat. That way the players can play the characters at different tiers of play, but I won't have to develop enough material to take them from 1 to 20. Even if I did one level a session, that's a tough for me right now. I'm thinking 10 sessions (each about 8 hours) spread across all three tiers of play. If not all players can make a session, no worries. Each sessions stands on its own. It also allows me to get lazy and run published adventures that I like because I won't have the same story continuity demands. </p><p></p><p>Basically, I think I'll go back to the modular style of play I started with in the 80s.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7124754, member: 6796661"] I like both. Long campaigns are, however, difficult to keep going. Life tends to get in the way. It can also be a LOT of work for the DM. I've been running a campaign for about two years and it is getting difficult to sustain. When it completes, I'll likely take a break and play some one one off games, starting with Paranoia and then some other systems I've been interested in trying. Then I'll run a published AP like Curse of Straud to reduce the workload. I find it hard to create my own adventures and world on top of work and family responsibilities. Eventually, I'm sure I'll want to return to the world that I created. I put so much time into it and I and my players have been enjoying it. But next time I would do it differently. Each session will be a different level and I would skip some levels. Every session would be a one-shot adventure but with the same characters. Basically the characters would be a group of heroes, each off doing their own thing, but brought together every few years to tackle a major threat. That way the players can play the characters at different tiers of play, but I won't have to develop enough material to take them from 1 to 20. Even if I did one level a session, that's a tough for me right now. I'm thinking 10 sessions (each about 8 hours) spread across all three tiers of play. If not all players can make a session, no worries. Each sessions stands on its own. It also allows me to get lazy and run published adventures that I like because I won't have the same story continuity demands. Basically, I think I'll go back to the modular style of play I started with in the 80s. [/QUOTE]
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Do you favour short or long campaigns?
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