SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Long-Term Campaigns Rock, Short-Term Games Not So Much

Started by Abyssal Maw, February 12, 2007, 04:09:15 PM

Previous topic - Next topic

Bradford C. Walker


Imperator

I see merits in both types of games. Said that, my own games usually last for at least 6 month - 1 year, unless we're playing a published campaign or such, in which case the game may be shorter.
My name is Ramón Nogueras. Running now Vampire: the Masquerade (Giovanni Chronicles IV for just 3 players), and itching to resume my Call of Cthulhu campaign (The Sense of the Sleight-of-Hand Man).

Marco

Doing both the mid-term (6+ months, played weekly, 4hrs/session) and the short-run (3-5 sessions) ... and some pretty intense 3-day non-stop play ... I think they all have different strengths.

The long-game has low-key plot threads that start slowly and then develop over time. This has the effect of making for a very rich experience where the PCs actions (and other events) can have surprising long-term consequences because there is a long term.

The short-game is very cool because it's condensed. There is a great satisfaction for me (as either GM or player) at the wrap-up. It's a whole, complete experience that I can reflect on, analyze, etc. It's a story that ends (with the long games, people come an go, enthausiam waxes and waines, etc.)

The non-stop (3-day) short game is an intense experience. We've done horror games that way and there's something about the continual experience that seems to compound the intensity. Some of my most intense, immersive experiences have been had this way.

-Marco
JAGS Wonderland, a lavishly illlustrated modern-day horror world book informed by the works of Lewis Carroll. Order it Print-on-demand or get the PDF here free.

Just Released: JAGS Revised Archetypes . Updated, improved, consolidated. Free. Get it here.

CodexArcanum

Quote from: jrientsTwo things really hold me back from making my own longterm campaign work for me.  My wandering eye tends to draw me towards new systems.  I haven't been so bad about this lately, but for a while I seemed to be on a constant quest to find the perfect system.  And I've still got games from that search that I would like to play.  And then there's the organization part.  I've made several attempts and my notes just don't cohere.  Some days I think I should just get the Wilderlands boxed set or maybe the new setting for the Dungeon Crawl Classics line.

Yeah, that's pretty much my problem too.  I did run a fairly good 5 month Nobilis game, I was really enjoying that one.  Then half the players quit because "schoolwork was getting too much for them."  Actually, one player quit for that, one moved, and then another dropped out because since everyone else was leaving, it seemed a good time to bail out of the weekly commitment.

Fucking college kids got no spine.  Maybe the Wild Talents mecha game will last for a while. I'm pretty enamored with the ORE system, and everyone loves robots.

So rather than calling me a noob for not doing long-term, how about some advice for keeping a game steady and keeping the world details straight for that long?