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<blockquote data-quote="Olfan" data-source="post: 6596174" data-attributes="member: 6776286"><p>For my groups, I tend to run multi-year campaigns that interweave. So everyone plays in the one universe, and affect the future stories of the other group. I'll have one group finish a huge three year campaign, then my other group will start a game that deals with the after effects of the first one. The first group then deals with what happens from the second group and so on. Sometimes I'll set a campaign in the past because I want to tell a story involving people who are dead in a more current game, or set things far in the future.</p><p></p><p>I even had a game that had two endings, my official one that was bittersweet and one that was a sort of epilogue that had a more happy ending for the players who prefer that sort of thing. Then the group that played in the repercussions got to pick which one they considered cannon. If I wanted, I could multi-verse that ending and have some campaigns play with the happy ending and some play with the bittersweet ending.</p><p></p><p>Essentially, what started out as by-the-book Forgotten Realms has been changed and altered by the players so much that it's more our own thing now, and everything is affected by everything else. So my games tend to run for years, and definitely not in a vacuum.</p></blockquote><p></p>
[QUOTE="Olfan, post: 6596174, member: 6776286"] For my groups, I tend to run multi-year campaigns that interweave. So everyone plays in the one universe, and affect the future stories of the other group. I'll have one group finish a huge three year campaign, then my other group will start a game that deals with the after effects of the first one. The first group then deals with what happens from the second group and so on. Sometimes I'll set a campaign in the past because I want to tell a story involving people who are dead in a more current game, or set things far in the future. I even had a game that had two endings, my official one that was bittersweet and one that was a sort of epilogue that had a more happy ending for the players who prefer that sort of thing. Then the group that played in the repercussions got to pick which one they considered cannon. If I wanted, I could multi-verse that ending and have some campaigns play with the happy ending and some play with the bittersweet ending. Essentially, what started out as by-the-book Forgotten Realms has been changed and altered by the players so much that it's more our own thing now, and everything is affected by everything else. So my games tend to run for years, and definitely not in a vacuum. [/QUOTE]
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