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Loooong Campaigns...How Do You Do It?
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<blockquote data-quote="Lanefan" data-source="post: 3066042" data-attributes="member: 29398"><p>14 years...good job, Piratecat! At 11 years and burning out fast, I don't think I'm gonna catch you with Riveria... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>To run a long game week in and week out, you need:</p><p></p><p>Slow advancement rate. Repeat: <strong>SLOW advancement rate</strong>. Repeat: ... (to save screen space, imagine here that I repeat this several dozen more times) If any one character bumps 3 times in a calendar year (without some *exceptional* reason e.g. gain a level via wish) you're advance rate is too fast. Some players can't handle this, and insist on their PC's bumping every time they sneeze...solution here is find new players.</p><p></p><p>Be willing to have players come and go, and to have PC's come and go more often than the players. Do *not* build a long story arc around one PC, as that's a surefire way to have that PC be the next one killed, retired, or otherwise leave play. It's possible, in fact, to have a campaign finish with entirely different players than it began with; it's more likely that while some of the players will be the same, the character lineup will have completely changed over, maybe more than once.</p><p></p><p>Corollary to that is to maintain contact with people willing to play in your game, as possible replacements for when someone leaves.</p><p></p><p>If possible (and I know it often isn't) have more than one party on the go in the same world; even if they're the same players, it's good for variety. If they're not all the same players, even better, as players and PC's can interchange between parties over time.</p><p></p><p>Have your rules and system pretty much in place before puck-drop, and at *all* costs resist the temptation to change them in mid-campaign, regardless what new systems, supplements, errata, etc. come out in the meantime. Exception: something that has yet to come up in the campaign is freely changeable e.g. if the PC's are all still 3rd-5th level and you want to change the level-up points for 8th and higher, no problem.</p><p></p><p>And, last but not least, have some stories to tell, and then some more...you'll be surprised how fast you go through them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3066042, member: 29398"] 14 years...good job, Piratecat! At 11 years and burning out fast, I don't think I'm gonna catch you with Riveria... :) To run a long game week in and week out, you need: Slow advancement rate. Repeat: [B]SLOW advancement rate[/B]. Repeat: ... (to save screen space, imagine here that I repeat this several dozen more times) If any one character bumps 3 times in a calendar year (without some *exceptional* reason e.g. gain a level via wish) you're advance rate is too fast. Some players can't handle this, and insist on their PC's bumping every time they sneeze...solution here is find new players. Be willing to have players come and go, and to have PC's come and go more often than the players. Do *not* build a long story arc around one PC, as that's a surefire way to have that PC be the next one killed, retired, or otherwise leave play. It's possible, in fact, to have a campaign finish with entirely different players than it began with; it's more likely that while some of the players will be the same, the character lineup will have completely changed over, maybe more than once. Corollary to that is to maintain contact with people willing to play in your game, as possible replacements for when someone leaves. If possible (and I know it often isn't) have more than one party on the go in the same world; even if they're the same players, it's good for variety. If they're not all the same players, even better, as players and PC's can interchange between parties over time. Have your rules and system pretty much in place before puck-drop, and at *all* costs resist the temptation to change them in mid-campaign, regardless what new systems, supplements, errata, etc. come out in the meantime. Exception: something that has yet to come up in the campaign is freely changeable e.g. if the PC's are all still 3rd-5th level and you want to change the level-up points for 8th and higher, no problem. And, last but not least, have some stories to tell, and then some more...you'll be surprised how fast you go through them. :) Lanefan [/QUOTE]
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