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Long Combats are Bad
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<blockquote data-quote="Lanefan" data-source="post: 5322700" data-attributes="member: 29398"><p>Aha! There's your mistake, perhaps - you're trying to keep the <strong>same group </strong>together all the way through. Won't happen. In a long campaign, players will cycle in and out over time...it's a fact of life.</p><p></p><p>Right now my Friday game has three players, of which one has been continuous since day 1 and the other two have replaced others who have left. But it's still the same trace-ably continuous party, story, etc...and more important, it's still there if any of those who left eventually want to/are able to return.</p><p>Fair enough. I've done this in the past, only to realize later that I might have reasons for wanting to revisit that game. Now, if I'm going to end a campaign (usually because I've simply run out of ideas for it) I'll just let it go, leaving it intentionally open-ended for later revisiting if so desired. This also works to the players' benefit: if they had a PC in one game they'd really like to see brought forward to the next (once it fits re level etc.), it's easier to do if the old campaign was left open-ended.</p><p></p><p>If you're only running canned adventure paths that view makes sense. But if you're looking to run something bigger and-or homegrown, the world you build is also the mine you extract your stories from.</p><p></p><p>IME they collapse after having resolved quite a lot, but not everything... There's a big difference.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5322700, member: 29398"] Aha! There's your mistake, perhaps - you're trying to keep the [B]same group [/B]together all the way through. Won't happen. In a long campaign, players will cycle in and out over time...it's a fact of life. Right now my Friday game has three players, of which one has been continuous since day 1 and the other two have replaced others who have left. But it's still the same trace-ably continuous party, story, etc...and more important, it's still there if any of those who left eventually want to/are able to return. Fair enough. I've done this in the past, only to realize later that I might have reasons for wanting to revisit that game. Now, if I'm going to end a campaign (usually because I've simply run out of ideas for it) I'll just let it go, leaving it intentionally open-ended for later revisiting if so desired. This also works to the players' benefit: if they had a PC in one game they'd really like to see brought forward to the next (once it fits re level etc.), it's easier to do if the old campaign was left open-ended. If you're only running canned adventure paths that view makes sense. But if you're looking to run something bigger and-or homegrown, the world you build is also the mine you extract your stories from. IME they collapse after having resolved quite a lot, but not everything... There's a big difference. Lanefan [/QUOTE]
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