Epic Campaign vs. Episodic Adventures

We did both, but our current campaign is more of an episodic adventure character, but they are somewhat linked to each other usually to form a whole (not like Star Trek :p).

Bye
Thanee
 

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Bendris Noulg said:
A bit of both, really.

That is, I have a knack for putting together a half-dozen adventures, only for the PCs to suddenly realize that a small piece of this one, a small piece of that one, and a bit of another one, suddenly start to form a pattern, hinting at a much larger ("epic") plotline.

I love it when that kind of thing comes together like that...
Especially when you don't initially intend for it to happen. :D

PC: Man, I think that the Necromancer we killed back in the Kron Hills was working for the corrupt noble! He's obviously planning a coup with the thieves guild!
DM: Excellent ideas... *starts taking notes*

;)

I like to do a combination of epic and episodic. The PC's are currently confronted with an Epic storyline right now, however they often take time off to do other things that aren't really related to the main storyline. This way, it keeps the PC's from getting tired of going after the same guys all the time.
 

I dont plan epic games anymore since my planned epic games always turns out bad for some reason. Instead I plan a couple of NPCs instead and let them do the linking between adventures when I suddenly get a good idea. The adventures doesnt have very much to do with each others but the main actors have. The important part here is that all my successful campaign (or, well, both of them :) ) have always been improvised from what's happening in the current adventures.

Like:
-Plan some adventure that sounds good (raid the snake temple)
-The PCs enter the snake temple along with NPC they will need the help from (these NPCs are as a rule one level lower than the PCs so that they dont steal any thunder).
-Get the flash of inspiration (hmm, what if the cultists from the snake temple has something to do with the mayor from the city adventure two sessions ago).
-Let some major NPC from the city adventure contact the PCs.

It works great for me, anyway :)
 

Little bit of both

I tend to run strong episodic adventures within a slowly developing story line. In the moment the players are always looking at the episode level, but they do expect things to build on themselves pointing toward an eventual goal.

If I had to chose one or the other, I would chose episodic. I think it works better over a long campaign as you can adjust your stories to meet the changing characters and players that enter the group over a few years of gaming.

Plus, it doesn't feel as forced that low level characters are in a story that will eventually be some epic situation. That always strains credibility for me, both as a player and as a GM.
 

My campaign is like a beloved TV series with a strong start and an interesting story arc that ran into production problems, got canceled, then picked back up again, had main characters forced out by contract disputes, then finally scrapped only to get picked up by a small cable channel where it has a very loyal core audience but doesn't have the budget to return to its one-time glory.

-The Gneech :cool:
 

The_Gneech said:
My campaign is like a beloved TV series with a strong start and an interesting story arc that ran into production problems, got canceled, then picked back up again, had main characters forced out by contract disputes, then finally scrapped only to get picked up by a small cable channel where it has a very loyal core audience but doesn't have the budget to return to its one-time glory.

-The Gneech :cool:

Boy can I relate to that!!! Right now, mine is having an identity crisis over whether it to be episodic with a major but inconsistent arc, or episodic with only minor recurring plots. I just demoted one major plot; it was subsumed under a different major plot that I liked better.
 

My current FR Silver Marches game has turned into a campaign within a campaign. For the last year we have been dealing with a Cyricist plot in Silverymoon, but I have managed to steer the game off course a few times for sub games. Tired of dealing with Cyricists??? Let's go play with this thieving guild and the aftermath for a few weeks. Stuff like that. It has worked out pretty well, and the group is ready to get back onto the main plot.

I think the trick is to remind the players from time to time of the A plot. Throw a few crumbs out so the trail back to where you started doesn't grow cold.

Or...just give them a big 500lb bell to tote around with "Property of the Church of Lathander, Silverymmon" stamped on the side.

Boy...are they gonna be SURPRISED!

This week on FR:Crusaders of Lathander. Prophsey will come to pass, a dwarf will find his way and after twelve years we say a fond farewell to Jerry Orbach.

Tee-hee....
 

My campaigns are both episodic and epic. That is to say, there is a single underlying plot thread, or at least a final goal--save the world, kill the evil overlord, etc.--but the adventures the PCs go through to reach that goal are broken down into episodes. This was especially the case when I ran Mekton, as I was trying to emulate an anime TV show and therefore each session was the equivalent of an episode.
 

Aeric said:
My campaigns are both episodic and epic. That is to say, there is a single underlying plot thread, or at least a final goal--save the world, kill the evil overlord, etc.--but the adventures the PCs go through to reach that goal are broken down into episodes. This was especially the case when I ran Mekton, as I was trying to emulate an anime TV show and therefore each session was the equivalent of an episode.

I have to say me too :) I play in a Robotech game using Fuzion/Mekton Zeta that is played just like a TV show. Each episode is self contained (beginning, middle, end) but like a TV show, there are ongoing plots, bad guys, etc. This format works well for games of that nature (Stargate, most anime, even Star Trek can be done that way). Usually the season finalies end with specific plots coming to an end.

My current D&D game is played like a novel. Which is episodic in nature, just broken in to more pieces. Each chapter has a certain theme and each book has a beginning, middle and end.
 

Epic or Episodic

I have run 2 major campaigns for 2 different groups in the last 4 years.

I usually have a major story arc that really begins somewhere around 5th level for the PC's, so before that it is episodic. The players don't realize the big story arc begins at first either because it feels like another adventure they are in, but after a few different story lines emerge they realize they are part of a bigger story and they're hooked.

The first group ran for 3+ years with the last 18 months focused on resolving a major problem they caused in the realm. When we were finished the group was so stoked they talked about it for many many months. Following conclusion they followed some of their character stories based on the reputation they had established, and we ran campaigns I developed or purchased.

The second group has been together for about 6-8 months. They achieved 4th level before unwittingly beginning an adventure that could change the world forever, with the outcome truly unknown based on their choices (and survival >:-) ) They know they are in a major story arc now (because I have a big home made binder I'm using every week with lots of references and real NPC"s), but they don't know anywhere near all the elements yet. This should take them somewhere between 18-20th level, and there is time for them to undertake their own character development threads. I'm very anxious to see what choices they will make, and how the various powers and interests will react!

To me this is the best kind of campaign to run. It provides a rich background, complex motivations and choices with trade-off consequences, but allows for some one-off adventuring.

Moticon.
 

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