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How long do you like your campaigns?
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<blockquote data-quote="GrahamWills" data-source="post: 8037191" data-attributes="member: 75787"><p>No, good question. I was a bit short on time when I posted, so now have the time to answer it here. Our group has several GMs and we like playing in multiple campaigns at the same time, so if someone pitches a game, we usually ask them how long they expect to run for. For the current campaigns here were the examples:</p><p></p><p>(I am running) </p><p><strong>Flash Gordon</strong> (Savage Worlds): Pitched time -- every Friday night on Discord until we can play F2F, then I'll finish in 2-3 sessions</p><p><strong>Jack!</strong> (Fate): Pitched time: ~ 12 sessions (currently suspended as I want to play it only F2F)</p><p></p><p>(I am playing in)</p><p><strong>A Time to Harvest</strong> (Call of Cthulhu): Pitched time: published campaign I think taking 4-6 sessions </p><p><strong>Shards of the Broken Sky</strong> (13A): Pitched time: It's a 1-7ish module, so about 20-24 sessions</p><p><strong>Icons</strong>: No pitched time</p><p></p><p>So one of the campaigns has just started and we don't have an expected length for that. I'm not sure why -- I think we were just trying out the system and it became a regular thing. </p><p></p><p>In general, it does make me less excited about the campaign not to have a campaign length. It often means that the GM hasn't got a plan in mind for how things might go, and so the campaign will feel more disconnected. I'd expect the play to be more episodic and less cohesive. In general it makes me less excited to start a campaign. </p><p></p><p>Now I'm OK with "we'll start with a an arc of about 12 sessions, and then see where we go from there" -- that's a good answer. Maybe we'll feel we have told the stories of our characters and want to tell other stories. Maybe we'll be hitting our stride and want to go longer. But having an indication of length is a good thing.</p></blockquote><p></p>
[QUOTE="GrahamWills, post: 8037191, member: 75787"] No, good question. I was a bit short on time when I posted, so now have the time to answer it here. Our group has several GMs and we like playing in multiple campaigns at the same time, so if someone pitches a game, we usually ask them how long they expect to run for. For the current campaigns here were the examples: (I am running) [B]Flash Gordon[/B] (Savage Worlds): Pitched time -- every Friday night on Discord until we can play F2F, then I'll finish in 2-3 sessions [B]Jack![/B] (Fate): Pitched time: ~ 12 sessions (currently suspended as I want to play it only F2F) (I am playing in) [B]A Time to Harvest[/B] (Call of Cthulhu): Pitched time: published campaign I think taking 4-6 sessions [B]Shards of the Broken Sky[/B] (13A): Pitched time: It's a 1-7ish module, so about 20-24 sessions [B]Icons[/B]: No pitched time So one of the campaigns has just started and we don't have an expected length for that. I'm not sure why -- I think we were just trying out the system and it became a regular thing. In general, it does make me less excited about the campaign not to have a campaign length. It often means that the GM hasn't got a plan in mind for how things might go, and so the campaign will feel more disconnected. I'd expect the play to be more episodic and less cohesive. In general it makes me less excited to start a campaign. Now I'm OK with "we'll start with a an arc of about 12 sessions, and then see where we go from there" -- that's a good answer. Maybe we'll feel we have told the stories of our characters and want to tell other stories. Maybe we'll be hitting our stride and want to go longer. But having an indication of length is a good thing. [/QUOTE]
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