D+1
First Post
Best example I have is my LAST 2E game. Just prior to 3E being released I started a new campaign. Since I fully intended to go 3E ASAP I used the "10 Ways to Play 3E NOW" that WotC had put forth. I added a few house rules of my own regarding natural healing rates. I also thought it would be cool to have all the PC's wake up in a wizards lab not knowing who or where they are so that they could spend the rest of the campaign finding out and then exacting revenge. They would know nothing of the world meaning I could draw it all in one small piece at a time as they explored it.
Then they found that I had put them on an island and though there were ships to sail none of the PC's had any sailing skill meaning I had quite effectively stranded them without recourse. I was generous enough to let them learn to sail with a little bit of time.
Then they reached the mainland, several of the PC's died and of course their replacements weren't memory-wiped and I suddenly had to have a whole campaign world to present. Not to mention that the new PC's suddenly had to go along with the original PC's quest for their identities. So the whole Amnesia theme was simply forgotten and faded into the background.
Then they go into their first dungeon, their first real combats, and the carnage is appalling. With the mix of 2nd and 3rd edition rules things just don't work as I thought they would and my added house rules only make things worse. They fight in the first room of the dungeon and then drag the uncouncious members back to town to recuperate which takes something like a week or two. They return, fight in one room and again drag unconcious PC's back to town to recuperate. Another couple of weeks of game time pass while they do so. They return to the dungeon, fight in one room, try to barricade themselves in for the night to recuperate and only get beat to within an inch of their lives when I go easy on them as they flee out of the dungeon. The sole concious member of the party drags the unconcious members of the party back to town and they all recuperate over the course of a few weeks. They return again and do a little better as they fight through several rooms. Then they foolishly attempt to fight to the death in a large room full of zombies and evil clerics rather than immediately retreat. Two PC's eventually try a fighting retreat as opposed to outright fleeing for their lives. They successfully fight to the death - meaning a TPK as they get just a few steps outside the room. After no more than a dozen combat encounters and perhaps 3 sessions the campaign is effectively over.
It would be about a year of real time before I ran another game. This time it was FULLY 3E but my players were HIGHLY suspicious of the 3E rules since the influence THEY'D seen of them was disastrous.
Yet even that campaign was something of a failed experiment since for the first time I began the campaign with the specific intent of it having a limited lifespan. That is, rather than just play open-ended ad-infinitum the campaign would follow a plot to a conclusion that would end the campaign, even though the plot itself would not be planned out, but would unfold on the fly from in-game play.
It ran well as I built the campaign much like the X-files built it's plot arc - any question answered must only lead to more questions, or proof that previously answered questions were actually red herrings. But when it came time to seriously think about how to conclude it I began to get sweaty palms. One of the players had bought an unrelated campaign sourcebook and was intending to use it to run a campaign of his own. However, he saw how the background for that campaign could be combined with the one I was currently running. I decided to turn over at least "the beginning of the end" of the campaign to him on this alternate world. However, his DM style is VERY different from my own, and the players (me now among them) needed to learn all about this new world in order to answer their questions about the one they had come from.
It ultimately ended OK but it was fairly messy and the other players experienced a fair amount of frustration bringing things to a conclusion. I should have maintained the helm right to the end. But on the plus side the player in question used the whole of my campaign as the basis for his own to great success.
Then they found that I had put them on an island and though there were ships to sail none of the PC's had any sailing skill meaning I had quite effectively stranded them without recourse. I was generous enough to let them learn to sail with a little bit of time.
Then they reached the mainland, several of the PC's died and of course their replacements weren't memory-wiped and I suddenly had to have a whole campaign world to present. Not to mention that the new PC's suddenly had to go along with the original PC's quest for their identities. So the whole Amnesia theme was simply forgotten and faded into the background.
Then they go into their first dungeon, their first real combats, and the carnage is appalling. With the mix of 2nd and 3rd edition rules things just don't work as I thought they would and my added house rules only make things worse. They fight in the first room of the dungeon and then drag the uncouncious members back to town to recuperate which takes something like a week or two. They return, fight in one room and again drag unconcious PC's back to town to recuperate. Another couple of weeks of game time pass while they do so. They return to the dungeon, fight in one room, try to barricade themselves in for the night to recuperate and only get beat to within an inch of their lives when I go easy on them as they flee out of the dungeon. The sole concious member of the party drags the unconcious members of the party back to town and they all recuperate over the course of a few weeks. They return again and do a little better as they fight through several rooms. Then they foolishly attempt to fight to the death in a large room full of zombies and evil clerics rather than immediately retreat. Two PC's eventually try a fighting retreat as opposed to outright fleeing for their lives. They successfully fight to the death - meaning a TPK as they get just a few steps outside the room. After no more than a dozen combat encounters and perhaps 3 sessions the campaign is effectively over.
It would be about a year of real time before I ran another game. This time it was FULLY 3E but my players were HIGHLY suspicious of the 3E rules since the influence THEY'D seen of them was disastrous.
Yet even that campaign was something of a failed experiment since for the first time I began the campaign with the specific intent of it having a limited lifespan. That is, rather than just play open-ended ad-infinitum the campaign would follow a plot to a conclusion that would end the campaign, even though the plot itself would not be planned out, but would unfold on the fly from in-game play.
It ran well as I built the campaign much like the X-files built it's plot arc - any question answered must only lead to more questions, or proof that previously answered questions were actually red herrings. But when it came time to seriously think about how to conclude it I began to get sweaty palms. One of the players had bought an unrelated campaign sourcebook and was intending to use it to run a campaign of his own. However, he saw how the background for that campaign could be combined with the one I was currently running. I decided to turn over at least "the beginning of the end" of the campaign to him on this alternate world. However, his DM style is VERY different from my own, and the players (me now among them) needed to learn all about this new world in order to answer their questions about the one they had come from.
It ultimately ended OK but it was fairly messy and the other players experienced a fair amount of frustration bringing things to a conclusion. I should have maintained the helm right to the end. But on the plus side the player in question used the whole of my campaign as the basis for his own to great success.