Lanefan
Victoria Rules
Is that because you move around a lot, or just keep losing players?Hussar said:I've never had a group last more than a couple of years, even in high school, let alone a campaign.
Yep, 18-24 months is short by my definition...barely getting started, really.I'd hardly call 1-20th level campaigns short. For me, that's about an 18 month to two year campaign. Compared to you, though, I suppose it is very short.

I couldn't disagree more. If they've dropped the original adventure path, one has to assume it's because they've found something more interesting to do...which is anything *but* a failure as it means they've bought into more than just your adventure path, they've bought into the whole setting. So, you start winging it.....Now, if the PC's decide to drop the path half way through, then the campaign is a failure. You scrap it and try again honestly. Or, if you are fast enough, you crank out a different path dependent on what interests the players. Hopefully the side treks can spark interest again, but, if not, you throw in the towel.
Highly variable. Sometimes, the players just go where they like and maybe even set their own goals. Other times, a goal has to club them upside the head before they do anything at all...depends on the players.On a completely side note, do your players just randomly strike off in various directions without any goals? They look at the world map and say, "Hey, let's go to this town."? I've found that the people I've played with over the years appreciate having some sort of goal to work towards. Granted, no one likes to be pushed through the steps of achieving that goal, but, given that the goal is known, anticipating steps isn't usually too difficult.
You would probably not be playing the same character for 10 years, for several reasons: it'd die, or you'd retire it, or something might happen that'd massively change it (alignment change, gender change, whatever)...but if you wanted to, and it survived, and you stayed in the game all the way through, you could. Ditto for DM'ing...even with the same group of players, sometimes I need a program to tell what characters are in from one adventure to the next. The *campaign* is bigger than all these. Players come and players go, characters come and characters go, but the campaign - same DM, same world, same identifyable party or parties - trundles on.But, honestly Lanefan, you're coming from an experience with the game that I've never had. The idea of a campaign lasting that long is something I've never come anywhere near. And, to be honest, doesn't appeal to me all that much either. I don't want to play the same character for ten years. I certainly wouldn't want to DM the same PC's for that long. I'm just not creative enough to come up with unique experiences for that long. Obviously YMMV.
An analogy might be a train. It leaves Vancouver with a bunch of people on it. It stops in Kamloops, some get off, some get on. It stops in Banff, same thing. And Calgary. And Regina. And Winnipeg, and so on...until by the time it gets to Toronto quite possibly none of the people that got on in Vancouver remain to get off. But it's the same train! The only difference between the train and a long campaign is that in a long campaign sometimes characters retire and then rejoin later...analogy would be someone getting off the train in Calgary, then flying ahead to Winnipeg and getting back on it there...
And as for coming up with unique experiences...you're most likely already doing that, except breaking them down into smaller campaigns. Look at the last several campaigns you've run and you'll probably realize that with some tweaking (and a vast slow-down in advancement rate) they could all have been combined into one great big one...

Lanefan