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<blockquote data-quote="hawkeyefan" data-source="post: 8615200" data-attributes="member: 6785785"><p>So I have a love/hate relationship with my long campaign.</p><p></p><p>When 5e came out, we started a campaign. We began with Lost Mines of Phandelver, and then when it ended we talked about whether we’d like to continue playing 5e or not. As part of that discussion, I asked two of my long term players what they’d most like to see in play. Both of them asked that we resolve the unfinished elements of our original campaign from the 2e days.</p><p></p><p>So I reflected about campaigns that we’d not finished and so I decided to try and involve all of them in the 5e game.</p><p></p><p>So our 5e campaign has been going since 5e came out. But it also involves concepts and characters that date back to our earliest days as a group in the early 90s. It’s currently on hold since the pandemic; we’re saving the resumption of it for when we can all play together again.</p><p></p><p>The advantage of this is that my long time players are very engaged and very interested in seeing where things go. Another is that it essentially spans all of our lore and the greater D&D lore, as well… so there’s no shortage of material to use in play. From Snurre Ironbelly to Eclavdra to Iggwilv to Strahd, from Greyhawk to Faerun to Athas to Golarion to Sigil… all of it has a place and is involved in the game. It’s a plane/world hopping game of absurdly epic proportions. It’s a lot of fun in an over the top, superheroic kind of way.</p><p></p><p>The drawback is that at times, I feel obligated to do it. Like it’s this unfinished work that needs to be completed. And then couple that with the worry that however it ends, it won’t live up to decades worth of build up. It seems destined to let down, in that sense. Also, the two other players in the campaign have less involvement in some of our old campaign stuff. One joined our group near the end of that early era, and another is much newer, and so isn't familiar with any of it. For them, none of that stuff is more compelling than anything else we’d likely come up with.</p><p></p><p>And I think that’s the thing… I’m running a game of Spire right now with three of the same players in it. They’re all engaged as deeply as I've ever seen. The setting and the game are entirely new to them and they absolutely love it.</p><p></p><p>There’s nothing inherent about a decades long campaign that’s any more engaging than one only months along. Maybe the equivalent of some Easter Eggs for long time players? That’s about it.</p><p></p><p>So I think it’s simply another decision the GM and players should make about their games. Do they want to incorporate what’s come previously? It’s just a tool available to use if it suits and somehow adds to the experience.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8615200, member: 6785785"] So I have a love/hate relationship with my long campaign. When 5e came out, we started a campaign. We began with Lost Mines of Phandelver, and then when it ended we talked about whether we’d like to continue playing 5e or not. As part of that discussion, I asked two of my long term players what they’d most like to see in play. Both of them asked that we resolve the unfinished elements of our original campaign from the 2e days. So I reflected about campaigns that we’d not finished and so I decided to try and involve all of them in the 5e game. So our 5e campaign has been going since 5e came out. But it also involves concepts and characters that date back to our earliest days as a group in the early 90s. It’s currently on hold since the pandemic; we’re saving the resumption of it for when we can all play together again. The advantage of this is that my long time players are very engaged and very interested in seeing where things go. Another is that it essentially spans all of our lore and the greater D&D lore, as well… so there’s no shortage of material to use in play. From Snurre Ironbelly to Eclavdra to Iggwilv to Strahd, from Greyhawk to Faerun to Athas to Golarion to Sigil… all of it has a place and is involved in the game. It’s a plane/world hopping game of absurdly epic proportions. It’s a lot of fun in an over the top, superheroic kind of way. The drawback is that at times, I feel obligated to do it. Like it’s this unfinished work that needs to be completed. And then couple that with the worry that however it ends, it won’t live up to decades worth of build up. It seems destined to let down, in that sense. Also, the two other players in the campaign have less involvement in some of our old campaign stuff. One joined our group near the end of that early era, and another is much newer, and so isn't familiar with any of it. For them, none of that stuff is more compelling than anything else we’d likely come up with. And I think that’s the thing… I’m running a game of Spire right now with three of the same players in it. They’re all engaged as deeply as I've ever seen. The setting and the game are entirely new to them and they absolutely love it. There’s nothing inherent about a decades long campaign that’s any more engaging than one only months along. Maybe the equivalent of some Easter Eggs for long time players? That’s about it. So I think it’s simply another decision the GM and players should make about their games. Do they want to incorporate what’s come previously? It’s just a tool available to use if it suits and somehow adds to the experience. [/QUOTE]
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