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Tips on running a long-running campaign
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<blockquote data-quote="Henry" data-source="post: 2224431" data-attributes="member: 158"><p>My suggestions:</p><p></p><p>-Start small, don't plan some grand plan to the smallest detail. Keep a vageu idea where you want to go, but too much planning will tempt you with railroading, which some players don't like.</p><p></p><p>-Keep it fun for each player. Find something that each players likes to get from each session (some want power, some want character development, some want to just play, and some want to kill things). and find the best way to harmonize these things that you can. If you keep your players wanting more, they'll keep coming back.</p><p></p><p>-Don't push it if the players want to do something else. If you have grand plans, but they want something smaller, either plan for this, or discuss it with them and see if you can come to a compromise. Know what THEY expect from a campaign, and make sure they know what YOU expect from it.</p><p></p><p>-As a corollary, don't run week in, week out. Plan for games in set arcs. Stop after every 10 weeks, 12 weeks, 6 months, whatever. Play from 1st to 6th, then 7th to 14th, etc. and take a break between each. VERY few DM's can DM week in, week out, for years. Play board games, run another game system, have another DM run his grand epic, etc. By the time you get back to DM'ing, your brain will be bursting with new stuff to try.</p><p></p><p>-last but most important, don't despair if the game group alters. It's great to find that fantastic group of friends who have gamed every week for 20 years since they were 12, but most of us won't have that. Keep the campaign fresh, and don't despair with new characters, etc. rotated in. Look at the Defenders of Daybreak in Piratecat's story hour. The last original character left JUST died, 13 years after the game began. His players have almost all moved away, some moved back, the ranks changed, but the campaign still attracted people. Just because the group changes ranks doesn't mean it's over, and it took me personally years to understand this.</p><p></p><p>I hope some of these provide useful info and perspective, and good luck!</p></blockquote><p></p>
[QUOTE="Henry, post: 2224431, member: 158"] My suggestions: -Start small, don't plan some grand plan to the smallest detail. Keep a vageu idea where you want to go, but too much planning will tempt you with railroading, which some players don't like. -Keep it fun for each player. Find something that each players likes to get from each session (some want power, some want character development, some want to just play, and some want to kill things). and find the best way to harmonize these things that you can. If you keep your players wanting more, they'll keep coming back. -Don't push it if the players want to do something else. If you have grand plans, but they want something smaller, either plan for this, or discuss it with them and see if you can come to a compromise. Know what THEY expect from a campaign, and make sure they know what YOU expect from it. -As a corollary, don't run week in, week out. Plan for games in set arcs. Stop after every 10 weeks, 12 weeks, 6 months, whatever. Play from 1st to 6th, then 7th to 14th, etc. and take a break between each. VERY few DM's can DM week in, week out, for years. Play board games, run another game system, have another DM run his grand epic, etc. By the time you get back to DM'ing, your brain will be bursting with new stuff to try. -last but most important, don't despair if the game group alters. It's great to find that fantastic group of friends who have gamed every week for 20 years since they were 12, but most of us won't have that. Keep the campaign fresh, and don't despair with new characters, etc. rotated in. Look at the Defenders of Daybreak in Piratecat's story hour. The last original character left JUST died, 13 years after the game began. His players have almost all moved away, some moved back, the ranks changed, but the campaign still attracted people. Just because the group changes ranks doesn't mean it's over, and it took me personally years to understand this. I hope some of these provide useful info and perspective, and good luck! [/QUOTE]
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