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<blockquote data-quote="your_mother" data-source="post: 139486" data-attributes="member: 734"><p><strong>blendercise</strong></p><p></p><p>The most long running campaign I've run is a Vampire Chronicle that's been going since the game was released. What makes it a success in that fashion is persistence, from my players insistence that I continue it to the stories still circulating among everyone that has been involved. What makes (and has made) it fun has included the Non Player Characters, the Player Characters, the symbolism and complex plotlines, the way that events in the game coincided with the real world, the amount of choice and resonance the players were afforded, etc. What makes it personally satisfying for me, as the Storyteller, is that people continue to talk about it years after the games took place. It is gratifying to hear the players laugh about things, at the games as they are taking place or years after, when the tales are told again to new players and friends.</p><p>Tools that made it a success are the collective imagination, consistency, and dedication from all of the players. Everyone wanted to be there, the suspence and depth drew them in and they wanted to know what would happen next. Also, I have read nearly every white wolf book published up until about 1999 or so, and have incorporated a great deal of the concepts presented, but in a distorted and stylized format.</p><p>The list of memorable PCs and NPCs is too long to list at this point (I am at work, rapateta). Some of the more memorable plots included: letting someone play the Prince, letting another play a Demon Worshipper and Child Sacrificer, letting the players kill and plot against one another, my strategically plotting and executing the assassinations of many key NPCs so that what the players and NPCs built would collapse and create more interesting and sometimes bleak plot conclusions. I don't usually do monsters unless a player has a specific button that can be pushed (a Hollow Man Fomori full of frogs, with a long sticky tongue that sticks to the shadows, hounding a character whose player was afraid of frogs, etc.).</p><p>But what makes it most successful is that I always use the same formula (the sword in the stone) and urge my players to use it like a one-trick pony (hi ho Silver), and as the plot evolves that formula falls before the might of other discoveries, abilities, and decisions until the characters stand on their own against the odds, etc. i.e. build your own destiny (with a little help from my friends).</p></blockquote><p></p>
[QUOTE="your_mother, post: 139486, member: 734"] [b]blendercise[/b] The most long running campaign I've run is a Vampire Chronicle that's been going since the game was released. What makes it a success in that fashion is persistence, from my players insistence that I continue it to the stories still circulating among everyone that has been involved. What makes (and has made) it fun has included the Non Player Characters, the Player Characters, the symbolism and complex plotlines, the way that events in the game coincided with the real world, the amount of choice and resonance the players were afforded, etc. What makes it personally satisfying for me, as the Storyteller, is that people continue to talk about it years after the games took place. It is gratifying to hear the players laugh about things, at the games as they are taking place or years after, when the tales are told again to new players and friends. Tools that made it a success are the collective imagination, consistency, and dedication from all of the players. Everyone wanted to be there, the suspence and depth drew them in and they wanted to know what would happen next. Also, I have read nearly every white wolf book published up until about 1999 or so, and have incorporated a great deal of the concepts presented, but in a distorted and stylized format. The list of memorable PCs and NPCs is too long to list at this point (I am at work, rapateta). Some of the more memorable plots included: letting someone play the Prince, letting another play a Demon Worshipper and Child Sacrificer, letting the players kill and plot against one another, my strategically plotting and executing the assassinations of many key NPCs so that what the players and NPCs built would collapse and create more interesting and sometimes bleak plot conclusions. I don't usually do monsters unless a player has a specific button that can be pushed (a Hollow Man Fomori full of frogs, with a long sticky tongue that sticks to the shadows, hounding a character whose player was afraid of frogs, etc.). But what makes it most successful is that I always use the same formula (the sword in the stone) and urge my players to use it like a one-trick pony (hi ho Silver), and as the plot evolves that formula falls before the might of other discoveries, abilities, and decisions until the characters stand on their own against the odds, etc. i.e. build your own destiny (with a little help from my friends). [/QUOTE]
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