Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Episode/Season/Session vs Campaign
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="I'm A Banana" data-source="post: 5200629" data-attributes="member: 2067"><p>I actually find myself using this style most often just for that reason -- it produces a satisfying <strong>session</strong>. </p><p></p><p>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. </p><p></p><p>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 <strong>arc</strong>. 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>This probably isn't true for all tables, of course.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5200629, member: 2067"] I actually find myself using this style most often just for that reason -- it produces a satisfying [B]session[/B]. 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 [B]arc[/B]. 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Episode/Season/Session vs Campaign
Top