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<blockquote data-quote="DungeonmasterCal" data-source="post: 1926498" data-attributes="member: 5388"><p>I ran a campaign that had it's shaky beginnings in 1991, and came to full fruition in 1998 or so and ended with an epic finale the summer of 2000. It was very easy to keep that one going, because for the most of it, I only had a small number of players (others came and went, but the "core three" stayed all the way through it from 1992 until the end. The players really got behind the concepts of their characters, and worked as hard as I did to flesh out the setting. </p><p></p><p>They also created long term goals for their characters, knowing there was always a chance they might not achieve them. But it gave them, (and me) a foundation to build adventures around. So the campaign (which was completely homebrew, by the way) was a group effort, with me at the wheel. </p><p></p><p>In 2001, I tried to start another, but this time I made the mistake of having a "vision"; an overarching story line that would take the players from adventurous beginning to epic end. It was also my second attempt at a 3e campaign (the first crumbled after only a few months when I had to move back to Arkansas from St. Louis) and I think my unfamiliarity with the rules at the time and realizing the players didn't have the same "vision" I did caused me to lose complete interest in it. I should never have tried to railroad them into a story line, because my players had become accustomed to more freedom in choosing their adventure paths. The PC's made it to about 14th level, but we've played this campaign one time this year. One time. My players have expressed interest many times in continuing, but I just can't get excited about it. I've promised we would finish it, and we will, though it will be after Christmas and New Year's before we do. </p><p></p><p>Another factor in the loss of steam is the fact we are all in our thirties (at 41, I'm the oldest), about half are married, and three of us have children. My son, at 11, is old enough to start playing with us now, but the others still have very young children. Add to this jobs, vacation schedules, family time that doesn't include gaming, and other interests, 2004 has been a very dry year for gaming in our group. A couple of the guys have run other games, such as CoC d20 and another D&D campaign, so where I've dropped the ball others have picked it up to a degree. </p><p></p><p>But I think the biggest factor contributing to the fizzling of this second campaign has been sheer burnout on my part. I've DM'd nearly excusively for over 15 years, and I think I've begun to run out of steam creatively. A 9 years-long campaign, even with terrific input by the players, can take a lot out of a person creatively, and I think I should've taken about 2 years as a player before putting on the DM hat again.</p><p></p><p>I guess if I had any advice about running a long-term campaign would be to let the players contribute. Don't let them dictate the course of the game, but pay attention to what they want as characters. Players can many times give you ideas for great adventures that you just want to beat yourself up over because you didn't think of them. And once you finish a long term game, take a break. Don't try to start another right away. </p><p></p><p>There, I think I've rambled on quite enough.</p></blockquote><p></p>
[QUOTE="DungeonmasterCal, post: 1926498, member: 5388"] I ran a campaign that had it's shaky beginnings in 1991, and came to full fruition in 1998 or so and ended with an epic finale the summer of 2000. It was very easy to keep that one going, because for the most of it, I only had a small number of players (others came and went, but the "core three" stayed all the way through it from 1992 until the end. The players really got behind the concepts of their characters, and worked as hard as I did to flesh out the setting. They also created long term goals for their characters, knowing there was always a chance they might not achieve them. But it gave them, (and me) a foundation to build adventures around. So the campaign (which was completely homebrew, by the way) was a group effort, with me at the wheel. In 2001, I tried to start another, but this time I made the mistake of having a "vision"; an overarching story line that would take the players from adventurous beginning to epic end. It was also my second attempt at a 3e campaign (the first crumbled after only a few months when I had to move back to Arkansas from St. Louis) and I think my unfamiliarity with the rules at the time and realizing the players didn't have the same "vision" I did caused me to lose complete interest in it. I should never have tried to railroad them into a story line, because my players had become accustomed to more freedom in choosing their adventure paths. The PC's made it to about 14th level, but we've played this campaign one time this year. One time. My players have expressed interest many times in continuing, but I just can't get excited about it. I've promised we would finish it, and we will, though it will be after Christmas and New Year's before we do. Another factor in the loss of steam is the fact we are all in our thirties (at 41, I'm the oldest), about half are married, and three of us have children. My son, at 11, is old enough to start playing with us now, but the others still have very young children. Add to this jobs, vacation schedules, family time that doesn't include gaming, and other interests, 2004 has been a very dry year for gaming in our group. A couple of the guys have run other games, such as CoC d20 and another D&D campaign, so where I've dropped the ball others have picked it up to a degree. But I think the biggest factor contributing to the fizzling of this second campaign has been sheer burnout on my part. I've DM'd nearly excusively for over 15 years, and I think I've begun to run out of steam creatively. A 9 years-long campaign, even with terrific input by the players, can take a lot out of a person creatively, and I think I should've taken about 2 years as a player before putting on the DM hat again. I guess if I had any advice about running a long-term campaign would be to let the players contribute. Don't let them dictate the course of the game, but pay attention to what they want as characters. Players can many times give you ideas for great adventures that you just want to beat yourself up over because you didn't think of them. And once you finish a long term game, take a break. Don't try to start another right away. There, I think I've rambled on quite enough. [/QUOTE]
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