Let's Talk About Short Campaigns

There's also the difference between cultural expectations and system expectations when it comes to campaign length.

Shadow of the Demon Lord, for instance, has 0-10 levels and expects the players to level up after every adventure, which are expected to each be 1-2 sessions. So a "full" SotDL campaign might still be shorter than a "short" D&D campaign.
 

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Time-to-play obviously affects how long a campaign's content could last. Setting that aside, it feels like campaign now is something that finishes in the teens (~10-15 sessions).

For any one who has had the privilege of a long standing table (there's quite a number here!) that would seem short.

And like others have said, what game you play will also matter: Delta Green, Brindlewood Bay, Paranoia, Mothership, Vaesen, Monster of the Week, etc. tend to that length.
 

As has been posted, the "short campaign" is done to just "get a taste" of the game system, which is playtesting by definition and not a bad thing.
Late answer because of vacation but your tone is so patronizing in your whole answer, I couldn't let that slide. By definition it is NOT playtesting. A short campaign is not necessarily done to get a taste for a system, this was just one of many potential aspects OP listed. But even if, getting a taste is not playtesting. Playtesting by definition is when you test your design in an unfinished game product.
I didn't mention the "length of time at the table". I expressed what can be accomplished with traditional campaign play versus playtesting. The OP reads that the GM has no commitment to traditional campaign play and those of us who are experienced with ttrpg campaigns understand the commitment required. I also noted that playtesting has its merits. If you consider that "nasty", so be it.
The nasty part is that you completely degrade short campaigns as playtesting as if they are not "real" games, but merely tests for real games. That is the gamekeeping I alluded to, or the "nasty" part. It is a valid form of actual gaming and not just testing out.
 

Late answer because of vacation but your tone is so patronizing in your whole answer, I couldn't let that slide. By definition it is NOT playtesting. A short campaign is not necessarily done to get a taste for a system, this was just one of many potential aspects OP listed. But even if, getting a taste is not playtesting. Playtesting by definition is when you test your design in an unfinished game product.

The nasty part is that you completely degrade short campaigns as playtesting as if they are not "real" games, but merely tests for real games. That is the gamekeeping I alluded to, or the "nasty" part. It is a valid form of actual gaming and not just testing out.
We can agree to disagree here (y)
 

How you feel has nothing to do with my post. You control your feelings, right? The OP described a short campaign as "a few to a dozen sessions" then later "6 to 8 session". Also I never posted that a group needs a "multi-year heavily plotted campaign" to engage in traditional roleplay - YOU did. Most of the experienced GMs understand the time commitment necessary for traditional campaign play. As has been posted, the "short campaign" is done to just "get a taste" of the game system, which is playtesting by definition and not a bad thing. It just isn't the same experience as traditional campaign play.

I didn't mention the "length of time at the table". I expressed what can be accomplished with traditional campaign play versus playtesting. The OP reads that the GM has no commitment to traditional campaign play and those of us who are experienced with ttrpg campaigns understand the commitment required. So I'm describing how most of us have played, not just how I play. I also noted that playtesting has its merits. If you consider that "nasty", so be it.
You should re-read the OP because it says nothing about playtesting or lack of commitment. And it certainly does not invite the sort of gatekeeping and passive aggression you have been engaging in here. You made up that nonsense about "commitment".
 

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.
Lack of commitment by definition. And you can call it gatekeeping as much as you like but it only shows that you ask questions looking for answers you want, rather than actually being interested in open discussion.

Agreeing to disagree.
 


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