posted by
mylescorcoran at 11:54am on 15/09/2005 under role-playing
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On RPG.net Paka has been asking about long-term campaigns.
The questions:
What do you enjoy about long term play?
What system do you use and how does it help you achieve the kind of game you dig playing?
What are the difficulties and how do you solve them?
How do the games end (if they do end) and are these endings satisfying?
My answers:
Long term play gives the campaign a history. Characters have time to develop, players have time to discover things about their PCs that weren't apparent early on. The soap opera qualities of the characters may get more of an airing. I enjoy all of these things.
In the past six years I've GMed two long term campaigns. A 2 1/2 year long Pendragon campaign and an ongoing mutating super-powered spies in Tudor England game that's used Godlike, Mutants & Masterminds and finally a variant HeroQuest. It's lasted two years or more. Oddly enough I'm finding that each of the systems had its benefits and that M&M probably was the best fit to our group's needs. HeroQuest is proving too loose and flexible, if that's possible, as a couple of my players are keener on the combat and conflict side of things and want more concrete options in play than HeroQuest provides by treating all contests and conflicts with the same mechanic(s).
The primary difficulty with long campaigns is GM boredom, I find. I'm the GM and I'm also a game collector. Every year I see several new games I'd love to try and campaign worlds I'd love to ransack. Sticking to a single long campaign closes off some of the other games and worlds I'd love to explore. We've managed to play a few one-offs and short campaigns, but the two primary campaigns are dominant. My wife ran a mid-length (7-8 sessions?) campaign of PG Wodehouse tomfoolery in Blandings Castle, and I enjoyed myself enormously, so I'd suggest that trading the role of GM around helps alleviate one of my problems with long campaigns.
Most of the long campaigns I've run have ended through burnout. Eventually the weight of the backstory and the power of the characters has meant that's it's difficult to remain interested in the characters' stories and conflict. At the same time I'm drawn to new shiny games/worlds and pitch something to my group of players. The old campaign is put on hiatus but never really brought to a conclusion. This isn't exactly satisfying. The shorter campaigns with a definite beginning, middle and end are better for providing a satisfying end to things.
The questions:
What do you enjoy about long term play?
What system do you use and how does it help you achieve the kind of game you dig playing?
What are the difficulties and how do you solve them?
How do the games end (if they do end) and are these endings satisfying?
My answers:
Long term play gives the campaign a history. Characters have time to develop, players have time to discover things about their PCs that weren't apparent early on. The soap opera qualities of the characters may get more of an airing. I enjoy all of these things.
In the past six years I've GMed two long term campaigns. A 2 1/2 year long Pendragon campaign and an ongoing mutating super-powered spies in Tudor England game that's used Godlike, Mutants & Masterminds and finally a variant HeroQuest. It's lasted two years or more. Oddly enough I'm finding that each of the systems had its benefits and that M&M probably was the best fit to our group's needs. HeroQuest is proving too loose and flexible, if that's possible, as a couple of my players are keener on the combat and conflict side of things and want more concrete options in play than HeroQuest provides by treating all contests and conflicts with the same mechanic(s).
The primary difficulty with long campaigns is GM boredom, I find. I'm the GM and I'm also a game collector. Every year I see several new games I'd love to try and campaign worlds I'd love to ransack. Sticking to a single long campaign closes off some of the other games and worlds I'd love to explore. We've managed to play a few one-offs and short campaigns, but the two primary campaigns are dominant. My wife ran a mid-length (7-8 sessions?) campaign of PG Wodehouse tomfoolery in Blandings Castle, and I enjoyed myself enormously, so I'd suggest that trading the role of GM around helps alleviate one of my problems with long campaigns.
Most of the long campaigns I've run have ended through burnout. Eventually the weight of the backstory and the power of the characters has meant that's it's difficult to remain interested in the characters' stories and conflict. At the same time I'm drawn to new shiny games/worlds and pitch something to my group of players. The old campaign is put on hiatus but never really brought to a conclusion. This isn't exactly satisfying. The shorter campaigns with a definite beginning, middle and end are better for providing a satisfying end to things.
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Swapping games systems is a good way to tone down the ever-increasing-stat issue. That way you never end up with the infinite Lancelots smashing lances off eachother until the world ends scenario.
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Another good idea is to do one shots using a completely different genre. A few years ago, to break up a long and very serious fantasy series, I ran one shots set in the Star Trek universe. Most of these were pretty light on drama and high on action. It worked out pretty nicely.
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I have a problem in that there are way more games I'd like to try than I'll ever get to with my current group (or with any one group really; my group aren't particularly adverse to trying out new games). Occasionally dropping in a brief fling with another game world or system helps scratch that itch.
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I don't have much problem with rules, since my players and I like light rules systems. Right now, I'm thinking about filinf the serial numbers off of TOON and using it for my next long series.
Agree on GM boredom. It has been a real problem for me in recent years. After a dozen or so sessions of a game, I'm wanting to run something else. Lucky for me that my players are flexible (well, within the rather narrow list of genres they'll play in).
My longest gaming series was the AD&D epic I ran back in the 1980s and it ended (after roughly 140 game sessions/900 hours)with boredom on everyone's part. The characters just got too rich and powerful to be much fun anymore. Since then, I've had series end from boredom, lack of time to play, loss of players, desire to play something else....in otherwords, all the usual suspects.
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Shortcuts in the form of good systems that help generate stories/situations and quick but believable NPCs are invaluable. I'm very keen to try games like Dogs in the Vineyard and Primetime Adventures for those reasons. All the discussions I've read about them suggest that they're great at getting down to basics (conflict, drama, tension, stakes) quickly.
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I find that burnout all around can be a problem. Our longest Ars Magica campaigns ended up not burning out the gamemasters, but rather all the players on the setting & system.
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I'd love to run an Ars Magica game. The setting and the character situation have always appealed to me. When I pitched the current Tudor campaign it was one of several ideas I had and the ArM offering I suggested was less popular. Perhaps it was too close to the Pendragon campaign.
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I post under the handle, Paka on RPG.net (and elsewhere), ran across this post by accident and thought I'd chime in.
Neat. Glad that monster of a cacaphonous thread brought on some conversation and thought.
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