Episode/Season/Session vs Campaign

maddman75

First Post
Starting this thread for Raven Crowking.

As commented in the TPK thread, I don't generally use the term campaign. I prefer the Episode/Season/Series division that I first encountered in BtVS and more recently appeared in the Dr. Who RPG. I'll mostly talk about Buffy, as while I own the Dr. Who game I've not had a chance to delve into it.

This terminology rather blatently borrows a TV show set of descriptions rather than military or wargame connotations that a campaign has. The divisions are all about pacing and the unfolding plot. A single session generally involves a single mystery, adversary, event, or challenge, and is referred to as an Episode. While there can be the occasional To Be Continued cliffhanger, most of them are relatively self-contained stories. In a more sandbox game, you might explore a dungeon or wilderness area until you ran out of time. If you end in Room 9, you'll pick up next week entering room 10.

In an Episodic game, this generally doesn't happen. The group will explore or resolve whatever matter is at hand, wrapping up the events by the end of the night. To make this work the GM has to think on his feet - if they're getting too close to the end, you need to throw some complications at them. If its taking too long, you need to cut some chaff, or failing that come to some sort of climax and call it a 'to be continued' game.

Why would I do this, rather than just simulate a fantasy world? This style works well with the realities of modern life. Games are frequently cancelled - people have to work late, their sitter can't make it, their basement floods, whatever. If the entire group is in room 9, it makes no sense for Glarg the barbarian to vanish because his player's folks are visiting from Oklahoma, and NPCing him is unsatisfying if done with any reqularity.

With an Episodic game, I don't leave them in room 9. With the exception of the cliffhanger, the PCs have all returned home and it is much easier to swallow that Glarg isn't there. Further, if the game is cancelled entirely, the PCs aren't scratching their heads to remember stuff in rooms 6 and 7. The important stuff for this Episode happen this episode.

We take these collections of Episodes and string them together to make a Season. Now they could be unrelated tales, but its more fun IMO to have some commonality. Maybe the D&D characters are working against the orcish horde, or the Call of Cthulhu characters are investigating the same cult. Eventually this action is brought to a head and the grouo either defeats them, is defeated, or in some other way resolves the conflict.

Now that that's done, you can move onto something else, or continue. Just start a new season, maybe after some downtime, with a new threat. This is a Series, a connected series of Seasons.

There's also less emphasis on setting. I don't generally spend a great deal of time on setting details, partly because most of my games are modern or semi-modern, and we have the real world as backdrop. But even not, I tend to only make up what I need, make up much of it on the spot, and if there's some detail the PCs haven't interacted with, then it is not important.
 

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I've done that for games that need it or for circumstance like yours that do. I do like to run advntures that can take longer then 4 hours to resolve especially if the players are just having a slow night.
 

maddman75 said:
In a more sandbox game, you might explore a dungeon or wilderness area until you ran out of time. If you end in Room 9, you'll pick up next week entering room 10.

On the other hand -- more commonly in my experience -- one might be sure to get the characters back out, because camping in the dungeon is suicide and the advancement of game time along with real time is (as in 1st ed. Advanced D&D, Chivalry & Sorcery, RuneQuest and other rules sets) an assumed part of the game.

That has (as have many things in early RPGs) much to do with the game's not being limited to just a few players, always meeting at set intervals.

For "quick pick up" role-playing, I see great advantage in making a session of play a satisfying game in itself. The assumption that it should take several sessions to reach any sort of roundedness can sometimes be self-defeating, as people can lose interest along the way.

That can be especially problematic if sessions are less frequent than weekly. Playing but once a month, I find that we have a harder time even remembering just what the situation was when we left off.

I also think that "complete today" is a desirable goal for someone's first experience, not only with an RPG in general but with a particular group of players.

What I have found most suitable of all are games in which advancement in power -- especially in "stats" -- is not a big deal. I have played a lot of such games as Metamorphosis Alpha, Traveller and Marvel Super Heroes with characters that were more "iconic" than ever-improving. The emphasis was less on what they acquired than on what they did.

The "sword and sorcery" genre, in the sense in which Fritz Leiber coined the term to distinguish works such as his and R.E. Howard's from the likes of Tolkien's epics, has flourished in short stories.

The adventures of Howard's Conan were not originally even presented in chronological order (the first-published tale taking place when the adventurer is already King Conan of Aquilonia). Even when so arranged, they leave significant periods in between to be but briefly sketched (or filled in at greater length by other hands, as Carter and De Camp inserted a novel between "The Pool of the Black Ones" and "Red Nails").
 

On the other hand -- more commonly in my experience -- one might be sure to get the characters back out, because camping in the dungeon is suicide and the advancement of game time along with real time is (as in 1st ed. Advanced D&D, Chivalry & Sorcery, RuneQuest and other rules sets) an assumed part of the game.

I suppose the difference is I would handle it at the meta level. You go back to the keep because we agreed when I started this thing that you head back to the keep at the end of the game. I'll handwave it so there's no trouble getting out, because I want to keep things moving smoothly. I don't need to throw random encounters at PCs to get them to follow the game's assumptions.

I've actually done this for pick up games, used Keep on the Borderlands for nights when we felt like pick up games. Worked pretty well!
 

maddman75 said:
I suppose the difference is I would handle it at the meta level.

Perhaps there is in those old games less of a distinction between the "meta" and the ... "non-meta"(?). However, I would say that an awful lot always comes down to common sense and being on the same page as to the game we're playing. Forming an expedition into the dungeons in the first place is part of the premise of D&D -- We're not going to spend a lot of time on Goodwife Ingrid's adventures in domestic industry.

It's not (usually) a matter of people not understanding that it's simply impractical to put the whole rest of the game -- including all the other players who might want to explore the dungeons -- on hold. It's a matter of consistency, and in particular of fairness in the game's challenge. Those who squander resources, including time, do not thereby reap an advantage over those who manage wisely.
 

This style works well with the realities of modern life. Games are frequently cancelled - people have to work late, their sitter can't make it, their basement floods, whatever.

I actually find myself using this style most often just for that reason -- it produces a satisfying session.

I'm currently playing around with how this jibes with the LTRM (long term resource management) that can be a component of heroic fantasy: when do the characters "recover completely" and what do things like HP and other resources (MP or healing surges or whatever) actually measure in terms of pacing and flow during a session, and over several sessions. Levels, too, enter into it.

FFZ shows my work on this most clearly so far. Generally, every session will be an episode, but every month (real-world time) will be, to use a TV term, an arc. This borrows from anime, too, which flows well with FFZ's influences of JRPGs. Every time you complete an arc, you gain a level, and can recharge various things (buy items, gain info, etc.), but while you're out on an adventure, in the arc, you can't do so as easily. You could say that this is also a season, but the seasons are quite short, and the flow between seasons is very clear.

Then, the entire year is an entire series: one complete cycle from beginning to end of one group of characters with one goal in mind.

And you can have a new series every year, with new characters, new worlds, new villains -- or even a "sequel," with some of the same characters or setting elements.

FFZ reflects my own personal playstyle, especially during the school years, well in this way, but it also just works well at the table. Even outside of FFZ, I don't bother to create persistent worlds or ongoing histories or one unified Campaign Setting. It's too limiting to me -- I loooooove settings.

I'm comfortable being explicitly narrative about it. At the core, I'm a narrative-style player and DM: I want to tell a story. I can see how others, with more sim leanings, or even more gameist leanings, might really love a more persistent world.

Thankfully, in FFZ, the structure of the source material parellels my own style nicely. Each FF game in the main series stands on its own, independent of the others, with new worlds and new characters to explore. For anyone who wants a tabletop version of that, then, having a game with a clear beginning, middle, and end, is a virtue.

This probably isn't true for all tables, of course.
 

I've been considering using a mix of the 'campaign' and 'series' type organizations. I'd delineate the plot over the entire campaign, then break that down into three parts (tiers); then I break the tiers into four parts (3 3-level 'Arcs' and a 1-level 'Finale'). Each level contains 3 fights and an indeterminate number of roleplaying encounters or skill challenges - collectively called 'episodes', with each episode intended as a one-session sorta thing.

In this way, I do two things; first, my goals as a campaign author are very easy to break down. Reduces my work; and second, The players advance quickly. We like that. If three fights per level turns out to be too little, I'll up it to five.

(If you're interested in knowing, this set-up wouldn't use XP, and I'd probably just mark in-episode where things like rests and milestones occur.)

Perhaps it's DDE modifying my perception, but I can get a good D&D kick out of only a few hours a week, even if it's not necessarily D&D, such that scheduling becomes almost a non-issue. Someone can't show up? Nobody can run an extra character tonight? That's alright - Break out Munchkin/Fluxx/Magic/Whatever!
 
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I very much wanted to use such organization for my current Deadlands game - the problem being that my sessions are on weeknights, and are a little short. So far, it does not seem that I can reliably fit a single Episode into one evening.

I've modified it slightly to work a bit better, and in the process found something a bit more in line with the game's genre. Instead of modeling on the Episodes, Season, and Series of TV, I'm modeling more on serialized and dime novels - so I have Chapters, Books, and Series.

The difference mainly being that book chapters typically end with more loose ends than TV Episodes do. I also allow myself somewhat more varied pacing in my Chapters than you'd aim for in an Episode.
 

I very much wanted to use such organization for my current Deadlands game - the problem being that my sessions are on weeknights, and are a little short. So far, it does not seem that I can reliably fit a single Episode into one evening.

I've modified it slightly to work a bit better, and in the process found something a bit more in line with the game's genre. Instead of modeling on the Episodes, Season, and Series of TV, I'm modeling more on serialized and dime novels - so I have Chapters, Books, and Series.

The difference mainly being that book chapters typically end with more loose ends than TV Episodes do. I also allow myself somewhat more varied pacing in my Chapters than you'd aim for in an Episode.

Another thing that might work is the Cliffhanger. A friend of mine used them for Savage World running Slipstream, which is a Buck Rogers/Flash Gordon clone.

Instead of concluding, each episode ends in an exciting cliffhanger. There's a big fight, showdown, or reveal to keep people interested for next session. If you can't make it, then whatever the Cliffhanger is automatically KOs your character, and they'll be recovering for the session. If someone unexpectedly shows up, then work that into the Cliffhanger - Last game, One Eyed Louis and his gang had cornered the PCs at the Saloon, guns drawn, and told them to meet their maker. John can't make it next session, so he gets shot first (But its just a flesh wound Doc says he'll be around in a couple of days). Amy can make it this week, so her character comes in the back from visiting the outhouse just as the shootout begins.

I game weekdays as well, but I don't have a problem finishing a game in 2-3 hours. I cut a lot of chaff and pretty much consider pacing the holy grail. I (and most people I've gamed with) would rather have a 2 1/2 hour game with a good pace and satisfying climax than 5 hours of semi-realism. Quality over quantity.
 

I am currently trying the episode focused play.
It helps when we paly everyother week, and have some cancelations or reschedualed games.

It does not always succeed.
Once the PCs wandered around town, buying pie and talking to the giant white rabbit (a druid) and shopping for cinnamin scented sunrods. (to go with the vanilla anti-toxin) For 2 hours of the 4.5 hr session. More fun designing or playing in a town I have rarely had. It did leave them trapped in the dungeon with only a single (large) encounter left.

A friend mastered the Episode style in BtVS game. He included a teaser "before the credits", a "previously on buffy" segment, and 2 schedaled breaks during the session. One teaser/previously on actually involved vampires watching video of events in the previous session.
 

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