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Rotate campaigns or stay the course?
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1989820" data-attributes="member: 16936"><p>We play games in arcs; usually anything we're playing is being run with the idea that there will be an ending for it. When that ending is reached, we switch to a new game, which is usually in a different genre and uses a different system.</p><p></p><p>It helps prevent GM burnout, and indulges our usual GM's desire to keep trying out new games, new systems, and new plotlines. It also helps cater to diverse player interests: for example, I and another player dislike pseudo-medieval fantasy settings, while another player loves them. I love science fiction and modern-day settings. Another player loves urban fantasy. Switching games means that none of us are trapped playing our least favorite genre for too long, and that everyone gets at least one game in that strongly appeals to them.</p><p></p><p>The downside is that many times a game will hit its ending and leave players wanting more. There are about a half-dozen "old games" that always get mentioned fondly and longingly when we're talking about what we're going to play next. I suppose this isn't such a bad thing, since it does mean that these games went out on a high note, right? And sometimes we <em>do</em> come back to an old game. In fact, the game we're playing now, a GURPS 4e conversion of Trinity, is the much-awaited sequel to the GURPS 3e conversion of Trinity we played something like 5 years ago.</p><p></p><p>--</p><p>it took a lot of work to get the gm to agree to return to it, but it's <em>so</em> worth it</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1989820, member: 16936"] We play games in arcs; usually anything we're playing is being run with the idea that there will be an ending for it. When that ending is reached, we switch to a new game, which is usually in a different genre and uses a different system. It helps prevent GM burnout, and indulges our usual GM's desire to keep trying out new games, new systems, and new plotlines. It also helps cater to diverse player interests: for example, I and another player dislike pseudo-medieval fantasy settings, while another player loves them. I love science fiction and modern-day settings. Another player loves urban fantasy. Switching games means that none of us are trapped playing our least favorite genre for too long, and that everyone gets at least one game in that strongly appeals to them. The downside is that many times a game will hit its ending and leave players wanting more. There are about a half-dozen "old games" that always get mentioned fondly and longingly when we're talking about what we're going to play next. I suppose this isn't such a bad thing, since it does mean that these games went out on a high note, right? And sometimes we [i]do[/i] come back to an old game. In fact, the game we're playing now, a GURPS 4e conversion of Trinity, is the much-awaited sequel to the GURPS 3e conversion of Trinity we played something like 5 years ago. -- it took a lot of work to get the gm to agree to return to it, but it's [i]so[/i] worth it ryan [/QUOTE]
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