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Let's Talk About Short Campaigns
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<blockquote data-quote="TheAlkaizer" data-source="post: 9640160" data-attributes="member: 7024893"><p>When I bring a new system to my players (which happens quite a few times a year), they know by now that it means a short 2-4 sessions campaign. Just to get a taste of it. And they always have the option to say "We want more, let's keep going!"</p><p></p><p>Over time, I've grown to appreciate them for their focus. Prep is much easier, there's generally only single objective with a few locations. I can make everything pack a punch. There's no sowing to harvest later. It's happening now. It feels very concrete and straight to what make RPGs RPGs.</p><p></p><p>However, my heart still lies with long sprawling campaigns with emergent stories and character development. But my own experience has taught me that that's not something you can choose to have. It just happens. Sometimes the magic is there, sometimes it's not. And it often stem from factors that have nothing to do with RPGs (aka life).</p></blockquote><p></p>
[QUOTE="TheAlkaizer, post: 9640160, member: 7024893"] When I bring a new system to my players (which happens quite a few times a year), they know by now that it means a short 2-4 sessions campaign. Just to get a taste of it. And they always have the option to say "We want more, let's keep going!" Over time, I've grown to appreciate them for their focus. Prep is much easier, there's generally only single objective with a few locations. I can make everything pack a punch. There's no sowing to harvest later. It's happening now. It feels very concrete and straight to what make RPGs RPGs. However, my heart still lies with long sprawling campaigns with emergent stories and character development. But my own experience has taught me that that's not something you can choose to have. It just happens. Sometimes the magic is there, sometimes it's not. And it often stem from factors that have nothing to do with RPGs (aka life). [/QUOTE]
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