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General Tabletop Discussion
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Intended Length of the Campaign at the Beginning
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<blockquote data-quote="Janx" data-source="post: 5458025" data-attributes="member: 8835"><p>I concur with umbran's approach.</p><p></p><p>In games I've played, the long running ones have been episodic in arcs.</p><p></p><p>the PCs deal with one set of problems, and over the course of games resolve it and "the end"</p><p></p><p>Then we meet back together, perhaps time has passed, and a new crisis emerges (or we pursuesome PC's new big goal).</p><p></p><p>With the conept of arcs, hopefully players are vested in them, to keep up attendance. At the end of the arc, it's easier to have players drop-out, or add new players, or even new PCs, as the new arc begins.</p><p></p><p>It also diminishes the impact of the campaign ending. Because odds are good, your PC has finished one or more arcs. And the only thing left dangling was the last arc.</p><p></p><p>Compare that to trying to run a mega 20 level single story arc that would take 5 years. Odds are good, things are going to peter out in a year. So your PC is left stuck in a campaign that's unfinished, unresolved.</p><p></p><p>I also see the arc system as not over-investing in the campaign. Write some stuff for a 1st level party. If they beat that, make up some new stuff for the party, and so on.</p><p></p><p>I don't know how long an arc should be, but WotC's pre-3e research showed that campaigns lasted about a year before ending due to various reasons.</p><p></p><p>It would seem then, as a GM, that it would be worth planning on that. Figure out how many sessions your going to have, and planning your arc for less than a year's worth of games. This way, you make sure you finish the story.</p><p></p><p>If you were doing a "sandbox", I'd take that to mean making sure each area has no more material than what you can fit in this arc time estimate.</p><p></p><p>To sum up, I don't recommend creating long term campaign plans. Odds are good, the campaign will end before you get to use them. Therefore, plan in chunks and make each chunk your best work as you can.</p></blockquote><p></p>
[QUOTE="Janx, post: 5458025, member: 8835"] I concur with umbran's approach. In games I've played, the long running ones have been episodic in arcs. the PCs deal with one set of problems, and over the course of games resolve it and "the end" Then we meet back together, perhaps time has passed, and a new crisis emerges (or we pursuesome PC's new big goal). With the conept of arcs, hopefully players are vested in them, to keep up attendance. At the end of the arc, it's easier to have players drop-out, or add new players, or even new PCs, as the new arc begins. It also diminishes the impact of the campaign ending. Because odds are good, your PC has finished one or more arcs. And the only thing left dangling was the last arc. Compare that to trying to run a mega 20 level single story arc that would take 5 years. Odds are good, things are going to peter out in a year. So your PC is left stuck in a campaign that's unfinished, unresolved. I also see the arc system as not over-investing in the campaign. Write some stuff for a 1st level party. If they beat that, make up some new stuff for the party, and so on. I don't know how long an arc should be, but WotC's pre-3e research showed that campaigns lasted about a year before ending due to various reasons. It would seem then, as a GM, that it would be worth planning on that. Figure out how many sessions your going to have, and planning your arc for less than a year's worth of games. This way, you make sure you finish the story. If you were doing a "sandbox", I'd take that to mean making sure each area has no more material than what you can fit in this arc time estimate. To sum up, I don't recommend creating long term campaign plans. Odds are good, the campaign will end before you get to use them. Therefore, plan in chunks and make each chunk your best work as you can. [/QUOTE]
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