Looking for some "open" campaign ideas...

Personally, I've never had problems with absentee players, because if someone couldn't make it, another player would run their PC(s). Assuming that you don't allow that sort of thing...

There are several things that came to my mind after reading your initial post that have since been already listed by others... such as a city built on earlier cities, leaving essentially a vast network of "shallow" adventuring locations. The usual megadungeon always eventually becomes a "deep dive", requiring more than a single session to go into and out of, causing problems with absentee players. If it is a large city, there could be multiple generations of large cities, each from different civilizations beneath.

However, going after cache after cache could become old and tired, eventually jeapardizing the longevity of your campaign. If the PCs are going out to the adventures, you eventually have to travel farther (and therefore longer adventures).

So what can you do to keep things new? A city under siege. If the adventures are always coming to YOU, something new is always just around the (same) corner. Now, I don't necessarily mean that your city is under a military seige (although it could go through periods of more blatant military seige). Rather, a constant deluge of visitors from around the world.

Start with the above idea, of ancient cities newly discovered beneath the PCs feet, and play up the global attention that new discovery may incur. The city in question lies in a region that had been claimed by many different civilizations from different directions at different times. The modern successors of those different civilizations will begin sending all sorts of people to the PCs city... Adventurers to explore the ruins of their ancestors (competition! - some friendly, some not). Secular organizations like Greyhawk's Seekers, Dustdiggers and the Silent Ones, and religious organizations (including both national religions and wild-card cults) will come to lay claim, protect, or destroy the artifacts of their ancestors - or enemy's ancestors (depending on their motivations). Military expeditions (secret or not-so-secret) to lay claim to ancient rights. Politicians (and their legal and diplomatic intrigues) to use law and other less scrutible methods. Spies and assassins to achieve gains for their respective homelands by the methods they know best. Freelancers circling the action like scavengers or sharks. Observers there just out of genuine curiosity or legitimate research.

You could go for years and never run out of ideas, without ever going beyond the city walls. You are essentially writing the scripts for an episodic TV series, with each idea an individual one-night episode.

Denis, aka "Maldin"
Maldin's Greyhawk http://melkot.com
Loads of edition-independent Greyhawk goodness... maps, magic, mysteries, mechanics, and more!
And perhaps some material that you can use in the above campaign.
 
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I'm currently running a thieves' guild campaign for precisely this reason. It has worked very well and even if a mission is incomplete when it's time to call quits I can find a reason for them to return to gather resources and change party make up for next session.

Any city-based campaign should work well. I'd like to point you to Vornheim if you haven't heard of it. I recently purchased it and have been reading the pdf - the book itself arrived this morning. Lot's of goodies to use for any city-based adventuring. The city itself is crazy enough that I want to have a campaign there some time as well.
 

here is an idea of what to do with those players absentium:

Just remembered a few more:

"We wrap him in the Sheet of Smallness" - used when a player cannot make a session. The group had a Sheet of Smallness which shrinks whatever is put inside and IIRC, turns it into a little figurine. Not supposed to work on living stuff, but, meh. :D

"Boxed" - used in our World's Largest Dungeon campaign. Whenever a player could not make a session, a mystical chest would leap out of the wall, devour the PC and vanish. It would reappear and ... deposit... said PC back to the party when the player made the next session. The PC would invariably be covered in slime. The Box also removed PC's who's players dropped out of the group by simply eating them.
 

Thanks again for the responses everyone, I really appreciate it ;)

UPDATE

So, I had 3 of the players over a few days back to discuss some ideas, including some mentioned here. I don't generally like saying things that could give away a lot, but I wanted to make sure we were playing something they would be interested in. This was also going to be a slightly different style of campaign than I am used to running, so I really wanted to make sure we were all on the same page.

We came away with them really liking the idea of working out of a large city that is struggling with some dark/secret-ish underground (figuratively, and somewhat literally) threat. They liked the idea of the city putting together a group/guild to face this that players could choose to work or contract for (though they wanted the choice to decide independently of each other).

They also like the idea of other organizations (thieves guilds, scholars, etc) sending in their own people, and as such, there could be conflicts of interest that could lead to interesting encounters, or teamwork, etc.

Right away I started thinking of the ruins below the city - perhaps there were some known to most people, but their is a discovery of more below those.

*TV's "Fringe" Spoiler Alert*


If you have not watched the latest episodes, you may not wanna read this...

.

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I don't know much about the TV show Fringe (only seen a few episodes, but my wife is a huge fan), but I know there is an alternate... universe(?) and that they are trying to destroy each other, so that was an idea as well. I have seen the last 2 episodes or so, and the idea of each side kind of going after the other was interesting.

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.

</end Spoiler>

Anyway, I have some ideas kickin' around, but as usual will appreciate any more, especially if what I mentioned above makes you think of something new!

Thanks,
 

So if you have the campaign designed so that you're not always with the same players session to session, does this mean the plots aren't really that... well, not "consistent", but you can't depend on the players following the plots or getting interested in what's "happening".

I mean, if one group finds the cultists in the first session, they're not sticking with it in character to go get the cultists in the next session, and the incoming characters might not be invested/care about said cultists.
 

The idea can lead to a more episodic style compaign in a Mission Impossible (TV show -- not the movies) style.

A goal can be presented for whomever is present to accomplish.
 

The idea can lead to a more episodic style compaign in a Mission Impossible (TV show -- not the movies) style.

A goal can be presented for whomever is present to accomplish.
An adventure accomplishable in a session requires some real tight scheduling, or some real narrow resolutions.
 

An adventure accomplishable in a session requires some real tight scheduling, or some real narrow resolutions.

I do it every single Game Day and GenCon. And that includes often having to explain things about the setting/system that I wouldn't have to in a regular campaign.

I'm not saying that I run my home campaigns this way. Just that it can be done fairly fun and painlessly.
 

The PCs are in the City Watch.

Absent players PCs are on another, boring, mission.

New players - and characters are new recruits.

Goodly characters are volunteers or on secondment from their organisation.

Not-so-goodly are serving instead of beign punished, or are spies for other groups.
 
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So if you have the campaign designed so that you're not always with the same players session to session, does this mean the plots aren't really that... well, not "consistent", but you can't depend on the players following the plots or getting interested in what's "happening".

I mean, if one group finds the cultists in the first session, they're not sticking with it in character to go get the cultists in the next session, and the incoming characters might not be invested/care about said cultists.

It looks like others have covered how this is possible - and I agree that it can work just fine - the primary point of the post was looking for ideas regarding themes... campaign ideas that work within that structure and that might be fun etc ;)

Thanks for the responses everyone!
 

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