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<blockquote data-quote="Lanefan" data-source="post: 6709311" data-attributes="member: 29398"><p>Not bad for a 4e campaign, from all I can tell. But to divide it by 2 to get an assessment as if it were played (mostly) weekly, to line up with what seems to be the norm for comparison purposes, would show about a 3-year campaign life instead of the close-to-6 you're getting by playing every second week.</p><p></p><p>For comparison, our weekly games tend to usually end up getting in about 40-47 sessions per year (per party, if two are running side by side on different nights). Now, in all fairness I'll admit that we're not as hardcore as some once we get together, and some weeks some of the evening goes to discussions about food, beer, politics, or whatever; but we still get some game play in.</p><p></p><p>5 levels in about half a year means 36 levels in about 3-and-a-half years. Then what? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I guess your definition of "a lot of legs" is different than mine; at your current advancement rate you're looking at less than 2 years total to get to 20th, and you can spin it out for a while after than with Boons and so forth. In my eyes (as player) 2 years into a campaign just nicely gets it started; I've learned a bit about the world and what the main stories are, I've probably gone through a few characters before finding one or two with enough luck and-or starch to stick around, and I'm ready to see where it goes for the indefinite (as in, many years) future. (caveat: I'm talking about table games here, just noticed your example is an online game)</p><p></p><p>For the purposes of discussion below I'm going to intentionally ignore campaigns where the intent going in is to run only a single adventure path and nothing else.</p><p></p><p>There's other aspects, too, that can make a campaign longer or shorter. If you're running a single party with the same players running the same PCs all the time your campaign is going to have a built-in time limit to it as the PCs will outgrow the game system by earning too many levels. If you have characters cycling in and out via retirement or rest or death, and-or if you have multiple parties (may or may not be run by the same actual players) going in the world at the same time, and-or if you put some serious brakes on level advancement, you can make what would have been a two-year campaign easily last for 6-8 years or more; and not feel stale.</p><p></p><p>It's also down to the DM. If at campaign start you've only got 6 or 8 adventures in mind, guess what? Unless you have unusually creative players you're probably only good for an 8-10 adventure campaign, with the extras made up or inserted on the fly and-or coming in response to what the party does in the game. But if you've story-boarded out 30-40 adventures covering all sorts of different levels (in full knowledge you're not going to run them all, based on what the players decide to engage with) you've given yourself loads of flexibility and - more importantly - loads of ideas.</p><p></p><p>Lan-"and the best part is that 5e can support all this"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6709311, member: 29398"] Not bad for a 4e campaign, from all I can tell. But to divide it by 2 to get an assessment as if it were played (mostly) weekly, to line up with what seems to be the norm for comparison purposes, would show about a 3-year campaign life instead of the close-to-6 you're getting by playing every second week. For comparison, our weekly games tend to usually end up getting in about 40-47 sessions per year (per party, if two are running side by side on different nights). Now, in all fairness I'll admit that we're not as hardcore as some once we get together, and some weeks some of the evening goes to discussions about food, beer, politics, or whatever; but we still get some game play in. 5 levels in about half a year means 36 levels in about 3-and-a-half years. Then what? ;) I guess your definition of "a lot of legs" is different than mine; at your current advancement rate you're looking at less than 2 years total to get to 20th, and you can spin it out for a while after than with Boons and so forth. In my eyes (as player) 2 years into a campaign just nicely gets it started; I've learned a bit about the world and what the main stories are, I've probably gone through a few characters before finding one or two with enough luck and-or starch to stick around, and I'm ready to see where it goes for the indefinite (as in, many years) future. (caveat: I'm talking about table games here, just noticed your example is an online game) For the purposes of discussion below I'm going to intentionally ignore campaigns where the intent going in is to run only a single adventure path and nothing else. There's other aspects, too, that can make a campaign longer or shorter. If you're running a single party with the same players running the same PCs all the time your campaign is going to have a built-in time limit to it as the PCs will outgrow the game system by earning too many levels. If you have characters cycling in and out via retirement or rest or death, and-or if you have multiple parties (may or may not be run by the same actual players) going in the world at the same time, and-or if you put some serious brakes on level advancement, you can make what would have been a two-year campaign easily last for 6-8 years or more; and not feel stale. It's also down to the DM. If at campaign start you've only got 6 or 8 adventures in mind, guess what? Unless you have unusually creative players you're probably only good for an 8-10 adventure campaign, with the extras made up or inserted on the fly and-or coming in response to what the party does in the game. But if you've story-boarded out 30-40 adventures covering all sorts of different levels (in full knowledge you're not going to run them all, based on what the players decide to engage with) you've given yourself loads of flexibility and - more importantly - loads of ideas. Lan-"and the best part is that 5e can support all this"-efan [/QUOTE]
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