Arrgh! Mark!
First Post
I think I'd like some advice. Perhaps we all need some advice some times.
The advice I would ask to more experienced GM's would be this; how do I have a long standing campaign?
Most of my campaigns involve a short series, generally between one and five sessions to wrap up a plotline. When that's done, we move onto something else. I always ask for criticism of my GMing, to which replies are "Good, excellent - but that other campaign you mentioned sounded so cool, I had an idea for a character.."
One thing that I've noticed - I oppose ressurection on flavor grounds. There isn't a great deal of death in my games, but every few sessions an idiotic move will kill a character, or the dice just don't fall his way. As my campaigns are always involved with the personal histories and backgrounds of the players - when a character dies, the campaign goes skew-iff, and either ends quickly or derails - or occasionally a player wants to try something else, tired of his old character, which the new party never really accepts properly..
Overall, my campaigns reach a successful ending where everyone has fun when it's short. Longer campaigns derail for the reasons mentioned. When I tried a non-character motivated plot though, there wasn't the good roleplaying or whatnot.
Well, what I'm asking.. how is it that you keep your games going past the end of the first plotline?
The advice I would ask to more experienced GM's would be this; how do I have a long standing campaign?
Most of my campaigns involve a short series, generally between one and five sessions to wrap up a plotline. When that's done, we move onto something else. I always ask for criticism of my GMing, to which replies are "Good, excellent - but that other campaign you mentioned sounded so cool, I had an idea for a character.."
One thing that I've noticed - I oppose ressurection on flavor grounds. There isn't a great deal of death in my games, but every few sessions an idiotic move will kill a character, or the dice just don't fall his way. As my campaigns are always involved with the personal histories and backgrounds of the players - when a character dies, the campaign goes skew-iff, and either ends quickly or derails - or occasionally a player wants to try something else, tired of his old character, which the new party never really accepts properly..
Overall, my campaigns reach a successful ending where everyone has fun when it's short. Longer campaigns derail for the reasons mentioned. When I tried a non-character motivated plot though, there wasn't the good roleplaying or whatnot.
Well, what I'm asking.. how is it that you keep your games going past the end of the first plotline?