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<blockquote data-quote="John Dallman" data-source="post: 8615141" data-attributes="member: 6999616"><p>My early years of gaming (1979-83) happened in a university gaming society, where there were over a dozen DMs, each with their own world, and characters could move between them easily. That made the concept of a limited duration campaign silly: you just picked a character from your stock for whatever scenario you fancied joining. </p><p></p><p>Even though I use more conventional structures these days, the concept of a campaign with only one main goal or objective seems weird. When we play RPGs, we're looking into a world that has to be considered as having existed before we started playing in it, and will continue after we stop. If I run out of ideas for a setting I'm running, that's a failure on my part, not a natural thing to happen. Making use of real history or mythology in some way is very useful in avoiding that, since there's always more weirdness that you can base things on.</p><p></p><p>Of course, the characters may run out of challenges in some way. My <strong><em>Infinite Cabal</em></strong> campaign, which ran fortnightly from 2011 to 2020 ended when the characters replaced the supervisor of the universe with an NPC who was a friend of theirs, in co-operation with the Greek gods. The occult WWII campaign I played in from 2007 to 2021 ran out of war, but two further strands of it are starting up, under different GMs, set in different parts of the world.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 8615141, member: 6999616"] My early years of gaming (1979-83) happened in a university gaming society, where there were over a dozen DMs, each with their own world, and characters could move between them easily. That made the concept of a limited duration campaign silly: you just picked a character from your stock for whatever scenario you fancied joining. Even though I use more conventional structures these days, the concept of a campaign with only one main goal or objective seems weird. When we play RPGs, we're looking into a world that has to be considered as having existed before we started playing in it, and will continue after we stop. If I run out of ideas for a setting I'm running, that's a failure on my part, not a natural thing to happen. Making use of real history or mythology in some way is very useful in avoiding that, since there's always more weirdness that you can base things on. Of course, the characters may run out of challenges in some way. My [b][i]Infinite Cabal[/i][/b] campaign, which ran fortnightly from 2011 to 2020 ended when the characters replaced the supervisor of the universe with an NPC who was a friend of theirs, in co-operation with the Greek gods. The occult WWII campaign I played in from 2007 to 2021 ran out of war, but two further strands of it are starting up, under different GMs, set in different parts of the world. [/QUOTE]
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