This came up in another thread and i thought it would be interesting to discuss on its own.
How do you feel about short campaigns. Not one shots, or single adventures that might take a couple sessions, but actual campaigns (whatever that means to you) that run for a finite period of time of anywhere from a few to a (say) a dozen sessions or so?
For me, the thing that makes a campaign a campaign (as opposed to a long adventure) is that it has complexity. it is like the difference between a short novel and a ong story: what makes a novel a novel isn't its length, but its use of subplots and side characters and material not central to its main plot. A campaign is similar in that there are side quests and locations off the railroad and so on.
For my part, I really enjoy running short campaigns. I like developing a neat concept and then seeing where it goes for 6 or 8 sessions. I tend to run games that have strong themes and weak plots -- meaning, I improvise a lot off the player choices and PC actions, but within a pretty well defined milieu and situation.
Short campaigns let me explore different ideas without committing to or asking players to commit to dozens of sessions. it also helps a lot with GM ADD. I find the regional conventions are a good way to test out ideas to then bring to a full short campaign.
For published short campaigns, I often find that Savage Worlds "Plot Point Campaigns" can work well, since the GM is free to embellish as much or as little as they like.
What do you think? How do you feel about short campaigns?
How do you feel about short campaigns. Not one shots, or single adventures that might take a couple sessions, but actual campaigns (whatever that means to you) that run for a finite period of time of anywhere from a few to a (say) a dozen sessions or so?
For me, the thing that makes a campaign a campaign (as opposed to a long adventure) is that it has complexity. it is like the difference between a short novel and a ong story: what makes a novel a novel isn't its length, but its use of subplots and side characters and material not central to its main plot. A campaign is similar in that there are side quests and locations off the railroad and so on.
For my part, I really enjoy running short campaigns. I like developing a neat concept and then seeing where it goes for 6 or 8 sessions. I tend to run games that have strong themes and weak plots -- meaning, I improvise a lot off the player choices and PC actions, but within a pretty well defined milieu and situation.
Short campaigns let me explore different ideas without committing to or asking players to commit to dozens of sessions. it also helps a lot with GM ADD. I find the regional conventions are a good way to test out ideas to then bring to a full short campaign.
For published short campaigns, I often find that Savage Worlds "Plot Point Campaigns" can work well, since the GM is free to embellish as much or as little as they like.
What do you think? How do you feel about short campaigns?