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<blockquote data-quote="Jay Verkuilen" data-source="post: 7882929" data-attributes="member: 6873517"><p>(Referencing crawling through all the levels.)</p><p></p><p>Don't get me wrong, I like a long campaign, too. I'm still running something I started in 1999, which ran off and on until 2007, then restarted in 2013 with more substantial biweekly sessions from 2016 on. The PCs started at level 4 in Saltmarsh and they're now level 11 in some really bizarre planar weirdness. (This game is still a heavily modified 2E.) I was in all honestly on the verge of giving up D&D in 2013, which was the utter doldrums of the tail end of 4E for me.</p><p></p><p>As much as it does have a certain appeal, a lot of times I find folks have moved on from a character or the game, or some folks have left the game, etc. The other thing that can happen is that the burden of a really long, intricate adventure path can start to feel like a grind. </p><p></p><p>In my own very long-lived game there's some big themes but there isn't a overall, guiding story. The PCs choose different directions, events happen to them, and so on, and the vast majority of their rewards are story rewards. There are some adversaries they fear but are unlikely to truly ever be able to defeat, but they've foiled plans locally, which is satisfying. </p><p></p><p>I have no idea if this would work for anyone else, but it did for me and I'd definitely be interested in hearing how other people have managed to keep a game going for a long time.</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7882929, member: 6873517"] (Referencing crawling through all the levels.) Don't get me wrong, I like a long campaign, too. I'm still running something I started in 1999, which ran off and on until 2007, then restarted in 2013 with more substantial biweekly sessions from 2016 on. The PCs started at level 4 in Saltmarsh and they're now level 11 in some really bizarre planar weirdness. (This game is still a heavily modified 2E.) I was in all honestly on the verge of giving up D&D in 2013, which was the utter doldrums of the tail end of 4E for me. As much as it does have a certain appeal, a lot of times I find folks have moved on from a character or the game, or some folks have left the game, etc. The other thing that can happen is that the burden of a really long, intricate adventure path can start to feel like a grind. In my own very long-lived game there's some big themes but there isn't a overall, guiding story. The PCs choose different directions, events happen to them, and so on, and the vast majority of their rewards are story rewards. There are some adversaries they fear but are unlikely to truly ever be able to defeat, but they've foiled plans locally, which is satisfying. I have no idea if this would work for anyone else, but it did for me and I'd definitely be interested in hearing how other people have managed to keep a game going for a long time. [/QUOTE]
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