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<blockquote data-quote="delericho" data-source="post: 5011897" data-attributes="member: 22424"><p>1. Stick with a system you know well. It may be that 4e (or 5e, WRFP 3e, SWSE, whatever) represents the best game ever made, or it may even be that it is the perfect game for your group, but if you don't know it well, and if you can't play more than occasionally then you'll end up fighting the system more than you really want to.</p><p></p><p>2. If at all possible, adopt a regular (albeit infrequent) schedule, and try to get people to commit to it with the same seriousness as they do any other 'important' event.</p><p></p><p>3. If people will read their emails, try to do the 'recap' bit of the campaign by email before the session. The less time you have to spend recapping the details, the better. (That said, you probably don't want to require lots of in-depth recaps. Too much detail means too many people will forget.)</p><p></p><p>4. Bear in mind that with infrequent games, you have a fairly tight "time budget". Spend it wisely. Unless everyone in the group really enjoys such things, you probably don't want to spend lots of time on shopping trips, identifying (minor) items, what I term "frustration encounters" (ones that the DM inserts to slow the PC investigations, often to provide a sense of versimilitude), and so on. Basically, skip to "the good bits", however your group defines such things.</p><p></p><p>(That's not necessarily a bad recommendation in general. However, IMO, a diet of nothing but "the good bits" tends to get a bit stale after a while - one can only eat premium steak so many days in a row before even that sickens.)</p><p></p><p></p><p></p><p>Yes, this. Try very hard to keep every session self-contained, and give players lots of leeway to 're-envision' their character between sessions. If they want to swap out all of their equipment between times, then that's fine. (Good, even - it means they're interested in the campaign.)</p><p></p><p>But I'd go further than that, and allow them to actually retcon their characters between sessions - if they want to drop a couple of levels of Rogue for a couple of levels of Fighter, then I would allow that. All I would require of them is that the basic 'core' of the character remain the same - Legolas should remain fundamentally an "Elven Archer", but he can swap out levels of Fighter, Rogue and Ranger pretty much however the player wants to build that concept.</p><p></p><p>(In-game, I would suggest putting some time between adventures - perhaps a game year passes between each real-world session? This should give ample scope for the characters being not quite how they once were.)</p><p></p><p>One more suggestion: In Dragon issue 216, there is an article entitled "The Auld Alliance" that is very useful reading for this topic. If you have access to this issue, it's well worth taking a look.</p></blockquote><p></p>
[QUOTE="delericho, post: 5011897, member: 22424"] 1. Stick with a system you know well. It may be that 4e (or 5e, WRFP 3e, SWSE, whatever) represents the best game ever made, or it may even be that it is the perfect game for your group, but if you don't know it well, and if you can't play more than occasionally then you'll end up fighting the system more than you really want to. 2. If at all possible, adopt a regular (albeit infrequent) schedule, and try to get people to commit to it with the same seriousness as they do any other 'important' event. 3. If people will read their emails, try to do the 'recap' bit of the campaign by email before the session. The less time you have to spend recapping the details, the better. (That said, you probably don't want to require lots of in-depth recaps. Too much detail means too many people will forget.) 4. Bear in mind that with infrequent games, you have a fairly tight "time budget". Spend it wisely. Unless everyone in the group really enjoys such things, you probably don't want to spend lots of time on shopping trips, identifying (minor) items, what I term "frustration encounters" (ones that the DM inserts to slow the PC investigations, often to provide a sense of versimilitude), and so on. Basically, skip to "the good bits", however your group defines such things. (That's not necessarily a bad recommendation in general. However, IMO, a diet of nothing but "the good bits" tends to get a bit stale after a while - one can only eat premium steak so many days in a row before even that sickens.) Yes, this. Try very hard to keep every session self-contained, and give players lots of leeway to 're-envision' their character between sessions. If they want to swap out all of their equipment between times, then that's fine. (Good, even - it means they're interested in the campaign.) But I'd go further than that, and allow them to actually retcon their characters between sessions - if they want to drop a couple of levels of Rogue for a couple of levels of Fighter, then I would allow that. All I would require of them is that the basic 'core' of the character remain the same - Legolas should remain fundamentally an "Elven Archer", but he can swap out levels of Fighter, Rogue and Ranger pretty much however the player wants to build that concept. (In-game, I would suggest putting some time between adventures - perhaps a game year passes between each real-world session? This should give ample scope for the characters being not quite how they once were.) One more suggestion: In Dragon issue 216, there is an article entitled "The Auld Alliance" that is very useful reading for this topic. If you have access to this issue, it's well worth taking a look. [/QUOTE]
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