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I ran a good one-shot last night (post-mortem)
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<blockquote data-quote="BookTenTiger" data-source="post: 9678906" data-attributes="member: 6685541"><p>I've had some great experiences running one-shots for new groups. I once ran a game for a bunch of coworkers at the elementary school I taught at that had everyone cheering and shouting, it was great.</p><p></p><p>However, I do <em>love </em>long-term campaigns. I don't worry too much about connecting plots and mysteries for months, I let those things happen organically. For example, let's say the characters run into a cult. If the cult makes an impact on the players, I'll throw some cultists into the next dungeon, or give them a presence in the next town. There doesn't have to be a long-term plan, but the more the players are interested in the cult, the more they'll show up. If the players aren't interested, I'll drop them.</p><p></p><p>The moment I always love in long-term games is when we get to see the world or NPCs evolving over time. Characters returning to a town they helped free from a vampire, and seeing it bloom once again. Or a friendly NPC who really helped them out, now cursed and turned evil. Or the tavern that the characters bought growing through their efforts into the most popular gathering place in the realm! Those are the rewards of a long-term campaign that cannot be replicated in a one-shot.</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 9678906, member: 6685541"] I've had some great experiences running one-shots for new groups. I once ran a game for a bunch of coworkers at the elementary school I taught at that had everyone cheering and shouting, it was great. However, I do [I]love [/I]long-term campaigns. I don't worry too much about connecting plots and mysteries for months, I let those things happen organically. For example, let's say the characters run into a cult. If the cult makes an impact on the players, I'll throw some cultists into the next dungeon, or give them a presence in the next town. There doesn't have to be a long-term plan, but the more the players are interested in the cult, the more they'll show up. If the players aren't interested, I'll drop them. The moment I always love in long-term games is when we get to see the world or NPCs evolving over time. Characters returning to a town they helped free from a vampire, and seeing it bloom once again. Or a friendly NPC who really helped them out, now cursed and turned evil. Or the tavern that the characters bought growing through their efforts into the most popular gathering place in the realm! Those are the rewards of a long-term campaign that cannot be replicated in a one-shot. [/QUOTE]
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