Pacing campaigns, and television seasons

Barsoom is structured via episodes and seasons, and every so often I try to throw in a "wacky episode" to catch everyone off guard.

I did a "repeating day" episode (Been There, Done That from Xena) where they kept waking up the same morning -- and kept getting killed the same day. It was lots of fun, especially as part of the side-effect of what was happening caused random emotions to strike players, so I'd hand out cards that said things like, "You just fell madly in love with Arrafin," or, "You're convinced that Nevid should be in charge."

Merriment and chaos ensued.

Has anybody run an "off-the-wall" episode? I'd like to try a "stuck in the elevator" episode where everybody revisits some past moment.

Other ideas?
 

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I love these types of threads, RangerWickett. Just so you know. =)

I don't run my campaigns in defined 'seasons' like some of you. But I have drawn from some television philosophy that I appreciate. J. Michael Stracynski had a five-year plan for Babylon 5. He had a definitive beginning and ending, and a number of high points in between that he wanted to hit. As the show went on, he fleshed out the content while keeping the direction he intended. It made for great continuity and excellent usage of foreshadowing.

Having grown tired of campaigns without overall purpose and the 'what do we do now' syndrome, I worked out a overarching plot angle for my current campaign. The characters are drawn off into all sorts of directions and plot tangents, but the big crux of the campaign is still there and they usually draw themselves back onto the path. Aside from concerns about free will versus destiny (which hasn't been a problem), I think its worked really well for me.
 

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