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GMing: What Keeps Long Running Campaigns Exciting?
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<blockquote data-quote="hawkeyefan" data-source="post: 8085269" data-attributes="member: 6785785"><p>I think there are pros and cons to both a short or a long term campaign. Each allows you to do certain things, to focus the game in certain areas, to explore certain ideas. </p><p></p><p>My 5E campaign, for example, which we've been playing since the edition launched (though it's on hiatus right now until we can play face to face again) has actually become a continuation of our original campaign that my group and I played as kids in the early 90s. So it has many elements dating back to those days. So to make that meaningful and interesting, we lean into that. It's very much about the lore from our old games, and also the roots of the game. The primary villains are all either classic D&D villains like Iggwilv, Eclavdra, Snurre, and Yeenoghu or else long standing villains from our old games. It's based in Sigil, but also has connections to Oerth, Faerun, Athas, Golarion, and other worlds. This allows us to play with characters and concepts from all the campaigns we've played over the years. There's a very generational aspect to it.....our PCs from the old days are kind of the old guard and they're guiding the next generation of heroes.</p><p></p><p>So it's a combination of nostalgia and also just embracing all of D&D lore as the setting. It's a bit gonzo at times, and the PCs are borderline epic in their capability. But when you start throwing demigods and demon lords at them, things stay interesting.</p><p></p><p>Balanced against this I've been playing a lot of other games that are intentionally the opposite. We've played a short Alien Campaign that we may or may not pick back up again. We've played a couple of campaigns of Blades in the Dark, and I'm planning a third when this current one wraps. I've kept these other games shorter by comparison because I want to scratch a different itch, so to speak, and because I want to actually have some stories conclude. Things are a bit more grounded in these games, and the concerns and threats are more immediate. Alien is about getting off the ship alive, for instance. Blades in the Dark is more ongoing, but always centered on the gang, even when it diverts into character specific areas. It's the story of the crew, and most such stories in Doskvol end poorly. </p><p></p><p>I think that ultimately, it's best not to decide these things ahead of time, but instead see how it all goes in play, and keep going until it makes sense not to keep going. But once it seems like an end is in order, don't put it off. Let it happen. Several of the D&D campaigns we've played over the years which I've kind of folded into the 5E campaign described above, deserved to have some kind of satisfying end. I wish I had realized that back in the days when they were played.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8085269, member: 6785785"] I think there are pros and cons to both a short or a long term campaign. Each allows you to do certain things, to focus the game in certain areas, to explore certain ideas. My 5E campaign, for example, which we've been playing since the edition launched (though it's on hiatus right now until we can play face to face again) has actually become a continuation of our original campaign that my group and I played as kids in the early 90s. So it has many elements dating back to those days. So to make that meaningful and interesting, we lean into that. It's very much about the lore from our old games, and also the roots of the game. The primary villains are all either classic D&D villains like Iggwilv, Eclavdra, Snurre, and Yeenoghu or else long standing villains from our old games. It's based in Sigil, but also has connections to Oerth, Faerun, Athas, Golarion, and other worlds. This allows us to play with characters and concepts from all the campaigns we've played over the years. There's a very generational aspect to it.....our PCs from the old days are kind of the old guard and they're guiding the next generation of heroes. So it's a combination of nostalgia and also just embracing all of D&D lore as the setting. It's a bit gonzo at times, and the PCs are borderline epic in their capability. But when you start throwing demigods and demon lords at them, things stay interesting. Balanced against this I've been playing a lot of other games that are intentionally the opposite. We've played a short Alien Campaign that we may or may not pick back up again. We've played a couple of campaigns of Blades in the Dark, and I'm planning a third when this current one wraps. I've kept these other games shorter by comparison because I want to scratch a different itch, so to speak, and because I want to actually have some stories conclude. Things are a bit more grounded in these games, and the concerns and threats are more immediate. Alien is about getting off the ship alive, for instance. Blades in the Dark is more ongoing, but always centered on the gang, even when it diverts into character specific areas. It's the story of the crew, and most such stories in Doskvol end poorly. I think that ultimately, it's best not to decide these things ahead of time, but instead see how it all goes in play, and keep going until it makes sense not to keep going. But once it seems like an end is in order, don't put it off. Let it happen. Several of the D&D campaigns we've played over the years which I've kind of folded into the 5E campaign described above, deserved to have some kind of satisfying end. I wish I had realized that back in the days when they were played. [/QUOTE]
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