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<blockquote data-quote="kigmatzomat" data-source="post: 3317269" data-attributes="member: 9254"><p>I had a 2e game that ran from fighter4th - fighter18th. (I standardized the level of the game on a single-classed fighter to make my own life easier). My current 3.0 campaign started at 1st level five-ish years ago and the party is currently 20th. My games, regardless of system, either last for 2-3 months or 2+ years with no middle ground. </p><p></p><p>I actually set out for my first campaign, the 2e game above, to be a long-duration event. I ripped off the staff-of-the-seven-parts and used it as the game core. With 10 (in my particular case) items to retrieve there was a definite long term plot but with plenty of flexibility. I made it a multiplanar game just to up the flavor and allow me to brush any bad ideas under the rug, as it were. </p><p></p><p>In retrospect, I used the Bab-5 approach; consisting of an overarching plot (series concept), a number of player-specific sub plots that would last an extended period of time (each season) and then the individual item retrieval (multi-episode arc). Because there was a series of Now/Later/Eventually plots, there was always some sense of continuity, even when I pulled a stylistic u-turn, like the Al-Quadim/Il-Earth setting or the ravenloft-ish demiplane.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 3317269, member: 9254"] I had a 2e game that ran from fighter4th - fighter18th. (I standardized the level of the game on a single-classed fighter to make my own life easier). My current 3.0 campaign started at 1st level five-ish years ago and the party is currently 20th. My games, regardless of system, either last for 2-3 months or 2+ years with no middle ground. I actually set out for my first campaign, the 2e game above, to be a long-duration event. I ripped off the staff-of-the-seven-parts and used it as the game core. With 10 (in my particular case) items to retrieve there was a definite long term plot but with plenty of flexibility. I made it a multiplanar game just to up the flavor and allow me to brush any bad ideas under the rug, as it were. In retrospect, I used the Bab-5 approach; consisting of an overarching plot (series concept), a number of player-specific sub plots that would last an extended period of time (each season) and then the individual item retrieval (multi-episode arc). Because there was a series of Now/Later/Eventually plots, there was always some sense of continuity, even when I pulled a stylistic u-turn, like the Al-Quadim/Il-Earth setting or the ravenloft-ish demiplane. [/QUOTE]
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