Lanefan
Victoria Rules
Modified 1e all the way along, with modifications slowly ongoing.What system(s) have you used? What are you using now?
Modified 1e all the way along, with modifications slowly ongoing.What system(s) have you used? What are you using now?
I own two of them, Storm King (because the first half of my 5-year campaign was all about giants and I thought I could mine it for ideas and encounters, which I did) and Dragon Heist (because I thought a D&D heist sounded cool but, uh, yeah). It's been a while since I read Storm King, but it came off as kind of one-note overall. For such a long thing, I'd like more variety, but I don't have a good idea of how long it actually plays.
Dragon Heist (other than just feeling a bit miffed at it overall because of expectations) comes off as bothersome to run, which defeats the point of using it.
When it comes to a D&D campaign -- a series of connected adventures with a consistent cast of player characters -- how long do you prefer it go on for?
I like it to be between 50% and 200% of the time that the person who pitched it said it would last. If they say "it's a six-session game where you track down a group of murderers" and we're ten sessions in with no end in sight, I'm disappointed that the GM is unable to control the pacing.If I have spent the time and energy to design a character for a 2-3 year Great Pendragon Campaign, and the GM concludes it in 6 sessions I'm also going to be unhappy.
This. Although I'm starting to favor closer to 20 than 30. I like variety.80 to 120 hours, which is 20 to 30 sessions. Then we're off to the next thing.
Or if the pitched campaign length is 'unknown' or 'open-ended'?I do not mean to quibble here, but how do you feel if a GM doesn't pitch a campaign length?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.