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Let's Talk About Short Campaigns
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<blockquote data-quote="dbm" data-source="post: 9640673" data-attributes="member: 8014"><p>I would say we tend to play short campaigns in my regular group. We rotate GMs (and frequently will change system when we change GM) and a stint is often about 12-18 months, playing one Sunday per month for 10hrs a session. A canned campaign usually fits in that kind of window.</p><p></p><p>I also really like Savage Worlds plot-point campaigns as a structure. They set up an overall arc with 6-7 plot-based adventures and maybe 10-ish standalone adventures; they also have adventure generators in them too. It gives a more ‘living’ feel to the games in my opinion and less of an on-rails experience while also giving huge amounts of GM support. </p><p></p><p>This amount of game does feel like a sweet spot for us. You can really experience a system and what kinds of character growth it offers, but it isn’t a multi-year commitment if a system isn’t your favourite. Because we rotate GMs and we each have different preferences there is always bound to be someone who would rather be playing a different system given a free choice. But we enjoy gaming together and that is more powerful than slight variations in enjoyment from the system (we would never run a system someone in the group actively dislikes).</p><p></p><p>I would like to run a more true sandbox campaign again in the near future, I haven’t really run one of those in years. I would still probably aim to fill 12-18 months of session even then.</p></blockquote><p></p>
[QUOTE="dbm, post: 9640673, member: 8014"] I would say we tend to play short campaigns in my regular group. We rotate GMs (and frequently will change system when we change GM) and a stint is often about 12-18 months, playing one Sunday per month for 10hrs a session. A canned campaign usually fits in that kind of window. I also really like Savage Worlds plot-point campaigns as a structure. They set up an overall arc with 6-7 plot-based adventures and maybe 10-ish standalone adventures; they also have adventure generators in them too. It gives a more ‘living’ feel to the games in my opinion and less of an on-rails experience while also giving huge amounts of GM support. This amount of game does feel like a sweet spot for us. You can really experience a system and what kinds of character growth it offers, but it isn’t a multi-year commitment if a system isn’t your favourite. Because we rotate GMs and we each have different preferences there is always bound to be someone who would rather be playing a different system given a free choice. But we enjoy gaming together and that is more powerful than slight variations in enjoyment from the system (we would never run a system someone in the group actively dislikes). I would like to run a more true sandbox campaign again in the near future, I haven’t really run one of those in years. I would still probably aim to fill 12-18 months of session even then. [/QUOTE]
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