Pacing campaigns, and television seasons

I was inspired to post this thread after watching last night's episode of Angel and discussing it here and on the boards. See, last night's episode was the first in six weeks, and it was one of those quirky episodes that looks at the show from a different angle. Instead of focusing on the main cast, it focused on a side character, and pushed the leads into the background.

Now, what my friends and I have decided is that, if this had happened next week, we wouldn't have minded, but because it came after a long hiatus, we were generally disappointed in the episode (not me, actually; I loved it, but most everyone else was peeved). See, when you come back to a serial story that you've been away from for a little while, you want to come back in on something familiar, but cool.

If the show's a comedy, you don't want to come back on a serious episode, though having one such episode during the season isn't such a bad thing. If the show has a sexist womanizer and lots of hot chicks, your show's regular viewers are probably interested in hot chicks, and they will watch the show primarily for that. If you have several episodes with hot chicks, and then one without any (but for a good reason), the audience will probably trust you, because they know that even if this episode isn't what they're used to, eventually, the hot chicks will come back. When they're relaxed, they're more likely to accept something that's different.

This works just the same for RPGs as it does for television series. I just got back from Christmas vacation, and I'm going to have my first D&D session of the new year. Now, this particular campaign tends to have lots of fighting, villains with great powers who threaten the world, and sorcerous bad guys who get taken down a notch or three by the mostly non-spellcasting party. Thus, I'm going to have all those things in the first session, assuming the party doesn't completely throw me a curveball.

This is the third season of the campaign (each season being about 4 months of games, or 10 to 12 episodes), and I tend to wrap up the campaign at the end of Spring because I and many of my players are graduating. I know this is my final season, so this first episode has to set a strong course for the rest of the games. I need to stick close to formula, but throw in enough cool stuff to make the campaign really kick into high gear.

I think I've got it handled, but I just wanted to know if anyone else here has insights or advice on the overall pacing and style techniques in campaign-long storytelling. I hope this thread doesn't die off quickly like my last attempt at something deep. ;)
 

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I also use the season/episode approach.

I have a longer season though, about 25 - 36 episodes. I model ALOT of the campaign off of this structure. I even keep a campaign bible (similar to a series bible) that outlines the pacing and flow of the game on an episode by episode basis.

I typically find, that with my group, if there is a big non-combative episode (usually the first in a series of episodes that is launching a new storyline) the next episode needs to be followed up by a big combat. The seasons typically end with a bang of some sort, which often times involves us gaming for a double session (kind of like a two part episode).

My players and I are also part comic book dorks, so we do "cross-over" events where the same storyline will ripple into other facets of the campaign, or even into other campaigns.

As I just posted on another thread, the use of Yahoo Groups is great for maintaining interest in downtimes as well.
 

Unfortunately, I could have used this advice last week. I don't really use the whole "season" approach, but my group also took a break over Christmas. When we finally got back together again last Monday I didn't have time to prepare a good game, and so just threw something together at the last minute. I think after being off for a couple weeks they wanted something to catch their attention and the quest realy didn't. Next time we have a couple weeks off I'll remember your advice and give them something worth waiting for.
 

Interesting campaing process..

What if this time you had the campaign start at the big battle?

They all sit down at the table and you tell them to roll initiative and let the confusion begin.

Then you can work the episode backwards as they try to figure out just what the hell is going on.
 

Black_Swan said:
What if this time you had the campaign start at the big battle?

They all sit down at the table and you tell them to roll initiative and let the confusion begin.

Then you can work the episode backwards as they try to figure out just what the hell is going on.

Well, that won't work this time, because it's not really a fully new season; we had a climax in December, and the group has about four different ways they can go from here. It's a bit daunting that I have to plan 4 different adventures. :)
 

Black_Swan said:
What if this time you had the campaign start at the big battle?

They all sit down at the table and you tell them to roll initiative and let the confusion begin.

Then you can work the episode backwards as they try to figure out just what the hell is going on.

This is something that I have often thought about using! Thank you for reminding me...

I have always wanted to begin an entire campaign that way, just sit them down and roll initiative.
 

The best way to do that is simply to ambush them... and it has the added advantage that you only need to plan ONE adventure (and have the survivors run the way you want)! ;-P
 


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