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General Tabletop Discussion
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GMing: What Keeps Long Running Campaigns Exciting?
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<blockquote data-quote="werecorpse" data-source="post: 8085034" data-attributes="member: 55491"><p>Imo A long running campaign is often desirable if you have a consistent group of players and a reasonably consistent GM. It enables them to keep playing characters they enjoy and to try and solve mysteries of the world. I have a consistent group of players who I’ve played with for about 10 years (some of the group I played with 40 years ago). We played a few paizo adventure paths and finished them in about 18 months each. The problem is the characters essentially investigate 1 mystery(Rise of the Runelords, Crimson Throne etc) ; then get to be very powerful when they solve it so you have to retire that character. It feels like there is no depth to their experiences. Conan was a Barbarian, a pirate, a wanderer a freebooter a conquerer etc. So about 5 years ago we decided to slow things down, homebrew it (using a mash up of a few adventure paths as fodder). I award xp at 1/10 the set rate, the characters are now 8th level, they have explored multiple dungeons, been mind flayer thralls, upset an attempt by a rival nation to secretly take over their main cities mayor, accidentally freed a lich from a prison, fought in the army against Orcus worshipping orcs and many other things - they haven’t figured out exactly how the yuan-ti expect to resurrect their dead god, what the Orcus worshipping Orcs stole from the city mausoleum during the war and while they know the Underdark is in the middle of a decades long war that has displaced the drow they haven’t poked their noses into it too much. At the moment they are short on cash so are following a map to an ancient ruined city hoping to get some coin.</p><p></p><p>Sorry for the wall of text - in short it‘s about exploring new stuff but with familiar characters.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 8085034, member: 55491"] Imo A long running campaign is often desirable if you have a consistent group of players and a reasonably consistent GM. It enables them to keep playing characters they enjoy and to try and solve mysteries of the world. I have a consistent group of players who I’ve played with for about 10 years (some of the group I played with 40 years ago). We played a few paizo adventure paths and finished them in about 18 months each. The problem is the characters essentially investigate 1 mystery(Rise of the Runelords, Crimson Throne etc) ; then get to be very powerful when they solve it so you have to retire that character. It feels like there is no depth to their experiences. Conan was a Barbarian, a pirate, a wanderer a freebooter a conquerer etc. So about 5 years ago we decided to slow things down, homebrew it (using a mash up of a few adventure paths as fodder). I award xp at 1/10 the set rate, the characters are now 8th level, they have explored multiple dungeons, been mind flayer thralls, upset an attempt by a rival nation to secretly take over their main cities mayor, accidentally freed a lich from a prison, fought in the army against Orcus worshipping orcs and many other things - they haven’t figured out exactly how the yuan-ti expect to resurrect their dead god, what the Orcus worshipping Orcs stole from the city mausoleum during the war and while they know the Underdark is in the middle of a decades long war that has displaced the drow they haven’t poked their noses into it too much. At the moment they are short on cash so are following a map to an ancient ruined city hoping to get some coin. Sorry for the wall of text - in short it‘s about exploring new stuff but with familiar characters. [/QUOTE]
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