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Three Game Plot - Possible Solution to Address Games Petering Out
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<blockquote data-quote="delericho" data-source="post: 6247530" data-attributes="member: 22424"><p>There's a lot of good advice in there. In particular, I think we get 'programmed' a bit into thinking we must have a big epic RPG campaign - by D&D's 20-levels, by Adventure Paths, by the campaign-building advice in the books... even by those open-ended fantasy novel series that we read. So the advice to go for a much more realistic (and time-bound) structure is certainly good, especially for less experienced DMs and for those groups for whom a major commitment just isn't possible, or is no longer possible.</p><p></p><p>Incidentally, for trying out a new system, my preference is generally to go for a one-shot session but to hold it on a weekend, thus allowing for a longer session. This crams the beginning/middle/end into a single session, but also has the advantage that there's <em>no</em> ongoing commitment. We then have a wash-up discussion, and potentially then schedule further games using the system.</p><p></p><p>Now, having said all that...</p><p></p><p>Over the years, I have run a good number of campaigns to completion, including one five-year Vampire: the Masquerade chronicle and a three-year D&D (3.5e) campaign recently. These were the outliers, though - most of my campaigns last between six months and a year.</p><p></p><p>My experience with those long-running campaigns is that they genuinely do work much better if I've given quite a bit of thought to the campaign story and structure, including the end, before I start. That is, the benefit if I <em>do</em> plan the full 12-months, rather than just the three games the article suggests. (It's perhaps worth noting, though, that these days I sub-divide my campaign into blocks, each of which is generally three sessions, with a sub-beginning, middle, and end. So even here, there's value in the "three game" structure. With the three-year D&D campaign, I also found it very useful to split the campaign into three year-long 'volumes', again each with a beginning, middle and end. Conveniently, these matched up with the low-, mid-, and high-levels.)</p><p></p><p>Ultimately, I think it's about determining what you want and what you (and your players) can reasonably commit to. If you're not sure, then the suggestion to go for a smaller commitment (potentially with an open-ended option to "pick up the game for the next season") is good advice. But if you <em>do</em> want to go for the sprawling epic, and you and your group really think you can make it work, then go for it!</p></blockquote><p></p>
[QUOTE="delericho, post: 6247530, member: 22424"] There's a lot of good advice in there. In particular, I think we get 'programmed' a bit into thinking we must have a big epic RPG campaign - by D&D's 20-levels, by Adventure Paths, by the campaign-building advice in the books... even by those open-ended fantasy novel series that we read. So the advice to go for a much more realistic (and time-bound) structure is certainly good, especially for less experienced DMs and for those groups for whom a major commitment just isn't possible, or is no longer possible. Incidentally, for trying out a new system, my preference is generally to go for a one-shot session but to hold it on a weekend, thus allowing for a longer session. This crams the beginning/middle/end into a single session, but also has the advantage that there's [i]no[/i] ongoing commitment. We then have a wash-up discussion, and potentially then schedule further games using the system. Now, having said all that... Over the years, I have run a good number of campaigns to completion, including one five-year Vampire: the Masquerade chronicle and a three-year D&D (3.5e) campaign recently. These were the outliers, though - most of my campaigns last between six months and a year. My experience with those long-running campaigns is that they genuinely do work much better if I've given quite a bit of thought to the campaign story and structure, including the end, before I start. That is, the benefit if I [i]do[/i] plan the full 12-months, rather than just the three games the article suggests. (It's perhaps worth noting, though, that these days I sub-divide my campaign into blocks, each of which is generally three sessions, with a sub-beginning, middle, and end. So even here, there's value in the "three game" structure. With the three-year D&D campaign, I also found it very useful to split the campaign into three year-long 'volumes', again each with a beginning, middle and end. Conveniently, these matched up with the low-, mid-, and high-levels.) Ultimately, I think it's about determining what you want and what you (and your players) can reasonably commit to. If you're not sure, then the suggestion to go for a smaller commitment (potentially with an open-ended option to "pick up the game for the next season") is good advice. But if you [i]do[/i] want to go for the sprawling epic, and you and your group really think you can make it work, then go for it! [/QUOTE]
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