I agree that it's likely to depend on the GM as much as the system. Seems to me it's probably also going to depend at least some on the other people at the table. While it's possible to run a 1-20 D&D 5e campaign for 120+ sessions it's easier if you don't have anyone expecting the rocket-sled advancement the rules at least seem to promise.Last campaign I ran over 5 years (7 years total) was D&D 3.5. It wasn't suited for it.
Most of the rest of the campaigns I ran went 3-4.5 years.
Campaigns I've played that went over 5 years were AD&D 2nd and Champions (now Hero System), both with the same GM.
In my personal experience, it seems more GM dependent than system dependent. Though a slower advancing one like a supers game might work out better than a Zero to Hero game that expects continual significant character improvement.
Sure. I didn't say it was impossible, just "might work out better".I agree that it's likely to depend on the GM as much as the system. Seems to me it's probably also going to depend at least some on the other people at the table. While it's possible to run a 1-20 D&D 5e campaign for 120+ sessions it's easier if you don't have anyone expecting the rocket-sled advancement the rules at least seem to promise.
I apologize if I wasn't clear. I wasn't arguing about whether it's possible to run a long-ish campaign in 5e. I've done so. I was expanding on your point about it being GM-dependent to include it being table-dependent.Sure. I didn't say it was impossible, just "might work out better".
The AD&D 2nd campaign was really like 8 interlocked campaigns so most of the players had a stable of characters, and I still had multiple characters go from 1st to Epic (beyond 20th). And this was back with a system where XP needed to level up doubled every level from about 9th onward. (AD&D 2nd each class had it's own XP track.)
It is an interesting journey folks take. In my experience, folks either take to it like a bird finally being freed, or they just reject it wholesale. I've had a good number of folks here at EN world argue that the game design needs to give clear and precise ideas to the players on what they need to do to make the game work. Typically, award systems for engaging the game. If they are not clear, the players just shut down. Part of that, I believe, is traditional training through D20 level ups, but also some folks just want/need that guiding hand, and some dont.I'm an old guy who mostly play traditional systems with built in advancement, like D&D, PF, BRP and my favorite Savage Worlds. And then it's easy, just pace the progression to what fits the campaign.
For games with no or diffuse advancement, like Traveller, I find it a bit more tricky with longer campaigns. Then it's a matter of both me as GM and the players creating a sense of progression and reaching satisfying goals outside of mechanical character progression. Which ain't always easy when many of us are Pavloved to play around d20 style level-ups.
Thanks for clarifying, and I agree with you. The table really needs to want to do that as well.I apologize if I wasn't clear. I wasn't arguing about whether it's possible to run a long-ish campaign in 5e. I've done so. I was expanding on your point about it being GM-dependent to include it being table-dependent.
Oddly enough the D&D 5e campaigns I've been involved with have run longer than any of the 1e or 3e campaigns I can remember being part of.