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How Many Actual Sessions Do Your Campaigns Last?
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<blockquote data-quote="Lanefan" data-source="post: 7637718" data-attributes="member: 29398"><p>Levels ain't no straightjacket, laddie! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>My current campaign is well over ten years in now, and the highest-level PCs are 10th. There's a small chance one of 'em - maybe even two! - might make 11th by year's end. It'll hit 800 sessions early next month unless something goes very much adrift.</p><p></p><p>How's this possible? Running multiple parties side-along in game-world time but sequentially in real-world time, players running multiple characters and cycling them in and out, an open-ended series of available storylines, and my own expectation that the game will run until either a) nobody wants to play in it any more or b) I and the players run out of story ideas or c) I die.</p><p></p><p>What you see as wasted creative space others see as depth and breadth.</p><p></p><p>Any competent author can tell a good story in one book, and not even a long one at that. But that brevity comes at cost of fully exploring the author's setting and - to some extent - characters; and while further setting exploration is possible with new characters it's just as possible - but easier - with characters who are already familiar.</p><p></p><p>Personally, I see this as a design mistake - it should be open-ended, but with the higher levels increasingly hard to achieve.</p><p></p><p>And so they should, IMO! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Sounds like hard-line adventure paths are what you're after. Pathfinder has a bunch of these (of varying quality, from really good to don't bother) - you just have to either convert them to 5e or teach your crew PF; and then strip out anything non-essential.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7637718, member: 29398"] Levels ain't no straightjacket, laddie! :) My current campaign is well over ten years in now, and the highest-level PCs are 10th. There's a small chance one of 'em - maybe even two! - might make 11th by year's end. It'll hit 800 sessions early next month unless something goes very much adrift. How's this possible? Running multiple parties side-along in game-world time but sequentially in real-world time, players running multiple characters and cycling them in and out, an open-ended series of available storylines, and my own expectation that the game will run until either a) nobody wants to play in it any more or b) I and the players run out of story ideas or c) I die. What you see as wasted creative space others see as depth and breadth. Any competent author can tell a good story in one book, and not even a long one at that. But that brevity comes at cost of fully exploring the author's setting and - to some extent - characters; and while further setting exploration is possible with new characters it's just as possible - but easier - with characters who are already familiar. Personally, I see this as a design mistake - it should be open-ended, but with the higher levels increasingly hard to achieve. And so they should, IMO! :) Sounds like hard-line adventure paths are what you're after. Pathfinder has a bunch of these (of varying quality, from really good to don't bother) - you just have to either convert them to 5e or teach your crew PF; and then strip out anything non-essential. [/QUOTE]
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