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Loooong Campaigns...How Do You Do It?
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<blockquote data-quote="Silver Moon" data-source="post: 3067518" data-attributes="member: 8530"><p>Like Kenobi65, my campaign also began back in 1982 and is still running strong. We play on Sunday nights, skipping holiday weekends and are usually every-other-week in the summers due to vacation schedules, but we generally get in around 40 games a year. </p><p></p><p>Back when I started the campaign I was in college and founded the group to keep in touch with my high school friends who were still in the area. During our first three years we had a lot of players, I had 14 active ones at one point, but as people finished up college and/or had significant life changes the group settled upon a comfortable core group 8-10 players. Right now we have six in group, one since 1984, another since 1983 and the remaining four founding players. In the last decade we've had several couples who have joined, played a few years, then left to be replaced by another couple. In another three to four years we'll be joined by our next generation of players.</p><p></p><p>How we've kept things fresh is by establishing a home base for the characters and having players start new characters while still keeping their original ones at the base. Each player now has between 4 and 9 characters, with the highest level now being 13th. Mixing and matching characters of different races and classes also helps to keep things fresh. </p><p></p><p>In 1995 we also started a spin-off campaign, using seldom-played low-level characters and some new 1st level ones. That campaign is set on the same continent but inside of a large city, around 400 miles away from the other team's base. My back-up DM tends to prefer to run modules with that group rather than the "big-guns", although players have switched off characters back-and-forth between the two groups. </p><p></p><p>A few years back to liven things up we also began a completely new campaign just to mix things up, with whole new characters in a totally different setting (a Western campaign in set in the 1880's but on a world also with D&D races, magic and deities and using hybrid D&D/Boot Hill rules). It was good for a change of pace, and we alternated modules between the two campaigns for a few years until the novelty wore off and they decided to shelf the Western after a total of ten modules covering around 50 games. </p><p></p><p>So we're now back to exclusively the D&D campaign. Tomorrow we'll be playing our 991st game, the seventh night of our 136st module. This is a high-level game that my wife is running. Depending upon what the group decides we'll either finish tomorrow or move on to her Part Two and go another seven or eight games. </p><p></p><p>Still not sure what to do for our group's 1000th Game, which we should hit some time in December. I'm open to suggestions.</p></blockquote><p></p>
[QUOTE="Silver Moon, post: 3067518, member: 8530"] Like Kenobi65, my campaign also began back in 1982 and is still running strong. We play on Sunday nights, skipping holiday weekends and are usually every-other-week in the summers due to vacation schedules, but we generally get in around 40 games a year. Back when I started the campaign I was in college and founded the group to keep in touch with my high school friends who were still in the area. During our first three years we had a lot of players, I had 14 active ones at one point, but as people finished up college and/or had significant life changes the group settled upon a comfortable core group 8-10 players. Right now we have six in group, one since 1984, another since 1983 and the remaining four founding players. In the last decade we've had several couples who have joined, played a few years, then left to be replaced by another couple. In another three to four years we'll be joined by our next generation of players. How we've kept things fresh is by establishing a home base for the characters and having players start new characters while still keeping their original ones at the base. Each player now has between 4 and 9 characters, with the highest level now being 13th. Mixing and matching characters of different races and classes also helps to keep things fresh. In 1995 we also started a spin-off campaign, using seldom-played low-level characters and some new 1st level ones. That campaign is set on the same continent but inside of a large city, around 400 miles away from the other team's base. My back-up DM tends to prefer to run modules with that group rather than the "big-guns", although players have switched off characters back-and-forth between the two groups. A few years back to liven things up we also began a completely new campaign just to mix things up, with whole new characters in a totally different setting (a Western campaign in set in the 1880's but on a world also with D&D races, magic and deities and using hybrid D&D/Boot Hill rules). It was good for a change of pace, and we alternated modules between the two campaigns for a few years until the novelty wore off and they decided to shelf the Western after a total of ten modules covering around 50 games. So we're now back to exclusively the D&D campaign. Tomorrow we'll be playing our 991st game, the seventh night of our 136st module. This is a high-level game that my wife is running. Depending upon what the group decides we'll either finish tomorrow or move on to her Part Two and go another seven or eight games. Still not sure what to do for our group's 1000th Game, which we should hit some time in December. I'm open to suggestions. [/QUOTE]
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