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Why do RPGs have rules?
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<blockquote data-quote="Lanefan" data-source="post: 9039679" data-attributes="member: 29398"><p>Even ten years ago the prices on 1e books and adventure modules were climbing fast. The best time to get them IME was around 2003-2005.</p><p></p><p>Au contraire, mon ami. I meet one every week (online) and play in his game. He's been running different connected segments of the same campaign since 1981 (with a lengthy real-world-time gap at one point); the current segment is on about session 940, with just over 1000 sessions between the previous two segments. Combined, that's way more than 1000 sessions; and - at 3 sessions per two weeks (two different parties) - the current campaign is on track to hit session 1000 on its own sometime next spring.</p><p></p><p>They don't necessarily have to cater to it specifically. All they need to do is be open-ended enough to allow for it to happen without the whole thing collapsing.</p><p></p><p>And even D&D can't really do it without the DM and players employing some tips and tricks to keep it sustained and playable. We tried it with 3e under a third DM, it got to maybe 450 sessions* and about 14th-ish level* over a ten-year span from 2001-2011; at which point the DM kinda got swamped by the prep required.</p><p></p><p>* - estimates; I left that game about 2/3 of the way through in order to start my current campaign in 2008, but stayed (and still am) in touch with the DM and players.</p><p></p><p>I take a more cynical outlook: publishers promote shorter-span systems because doing so allows them to sell more systems. The tips and tricks to running a mega-length campaign don't appear anywhere in those books. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 9039679, member: 29398"] Even ten years ago the prices on 1e books and adventure modules were climbing fast. The best time to get them IME was around 2003-2005. Au contraire, mon ami. I meet one every week (online) and play in his game. He's been running different connected segments of the same campaign since 1981 (with a lengthy real-world-time gap at one point); the current segment is on about session 940, with just over 1000 sessions between the previous two segments. Combined, that's way more than 1000 sessions; and - at 3 sessions per two weeks (two different parties) - the current campaign is on track to hit session 1000 on its own sometime next spring. They don't necessarily have to cater to it specifically. All they need to do is be open-ended enough to allow for it to happen without the whole thing collapsing. And even D&D can't really do it without the DM and players employing some tips and tricks to keep it sustained and playable. We tried it with 3e under a third DM, it got to maybe 450 sessions* and about 14th-ish level* over a ten-year span from 2001-2011; at which point the DM kinda got swamped by the prep required. * - estimates; I left that game about 2/3 of the way through in order to start my current campaign in 2008, but stayed (and still am) in touch with the DM and players. I take a more cynical outlook: publishers promote shorter-span systems because doing so allows them to sell more systems. The tips and tricks to running a mega-length campaign don't appear anywhere in those books. :) [/QUOTE]
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