Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Tips on running a long-running campaign
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Blue" data-source="post: 2226017" data-attributes="member: 20564"><p>I've got to agree with this. I started running a bi-weekly campaign back when then 3.0 core books first came out and it's still going.</p><p></p><p>One long running game I play in has several groups of players in the same world, and it makes it feel very rich - things are happening besides what directly affects any one group of NPCs. When I started my current campaign, I took this with me. I sprinkled dozens of big plots around, many more then any one group could deal with. This way, things happen regardless of the PCs, and it makes it feel very real.</p><p></p><p>At any given point I'll try to have a mix of big plots, character-specific plots, and side-plots going on. This means lots of variety for the players and for me - it's not always like we're plugging away at the same goal.</p><p></p><p>This also leaves me flexible enough to deal with the large number of player-inspired plots - things I hadn't planned that the players want to do. The characters found an artifact that they believe can cause eclipses that a group of vampires were hunting, and the dwarven priest started a whole thing of bringing it back to the dwarven homeland to put in this dead-magic asylum. Not the diretion I had planned, but still good stuff. Roll with the punches, and take everything and think "how can I turn this into something fun to play".</p><p></p><p>Now, a lot of plots and secrets touch on other ones, so it's a lot of fun when they're doing X, and how it relates to Y that they did two years back comes up. Interrelated but separate plots are fun. Even just touches - NPCs who know each other, or multiple plots that have clues in the same location, came make everything feel very connected and real.</p><p></p><p>There was a series in Dragon mag a number of years back about campaign design, and the biggest thing I took away from it is to make sure that everything I design has a secret built into it. It may not be a secret that the players ever touch, but that option is always there. Just last session the humans in the group found out that according to dwarven racial classifications, humans are "goblin-kin". What does this mean to any active plots? Perhaps nothing, but it's been a richness that has helped me design a real feel.</p><p></p><p>Cheers,</p><p>=Blue</p></blockquote><p></p>
[QUOTE="Blue, post: 2226017, member: 20564"] I've got to agree with this. I started running a bi-weekly campaign back when then 3.0 core books first came out and it's still going. One long running game I play in has several groups of players in the same world, and it makes it feel very rich - things are happening besides what directly affects any one group of NPCs. When I started my current campaign, I took this with me. I sprinkled dozens of big plots around, many more then any one group could deal with. This way, things happen regardless of the PCs, and it makes it feel very real. At any given point I'll try to have a mix of big plots, character-specific plots, and side-plots going on. This means lots of variety for the players and for me - it's not always like we're plugging away at the same goal. This also leaves me flexible enough to deal with the large number of player-inspired plots - things I hadn't planned that the players want to do. The characters found an artifact that they believe can cause eclipses that a group of vampires were hunting, and the dwarven priest started a whole thing of bringing it back to the dwarven homeland to put in this dead-magic asylum. Not the diretion I had planned, but still good stuff. Roll with the punches, and take everything and think "how can I turn this into something fun to play". Now, a lot of plots and secrets touch on other ones, so it's a lot of fun when they're doing X, and how it relates to Y that they did two years back comes up. Interrelated but separate plots are fun. Even just touches - NPCs who know each other, or multiple plots that have clues in the same location, came make everything feel very connected and real. There was a series in Dragon mag a number of years back about campaign design, and the biggest thing I took away from it is to make sure that everything I design has a secret built into it. It may not be a secret that the players ever touch, but that option is always there. Just last session the humans in the group found out that according to dwarven racial classifications, humans are "goblin-kin". What does this mean to any active plots? Perhaps nothing, but it's been a richness that has helped me design a real feel. Cheers, =Blue [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Tips on running a long-running campaign
Top