Just that; tell us which was the best game you ever ran; alternately, the best game you ever played. Also, how long ago was it? Are you past your prime??
RPGPundit
The best game I ever ran was about 10 years ago. It was the best game because I had the best player group possible. The most imaginative, emotional kids with the most free time. We played Nightbane with Ninjas and Superspies / Mystic China for about 2 years.
We use to play on the phone using conference calling way into the night and meet at a Gazebo in the park every saturday and sunday, or in a half abandoned warehouse where one of the guys parents had an art studio.
Easy. The Marvel Super Hero (FASERIP) campaign I ran last year was hands down the best campaign I've ever run. It was consistently excellent with good characters, great drama and fun fights. Most other campaigns I've run have been mixed bags; some great moments mixed with some dull spells or entire sections which in retrospect proabably never made a whole lot of sense or were fun for only some of the players. Not this one. This one had it all.
I'd go as far as saying that this campaign did a lot to restore my faith in roleplaying games after a long string of mediocre to average gaming experiences either side of the GM screen. Games can be really good, there is no need to settle for less.
In the sense of "gaming experience with a continuous group of PCs and players", I'd probably say my 1st-22nd level game run under D&D 3e (not 3.5). It was a great group of players and I finally got to try out some of my long-stewing campaign arcs and set piece adventures.
Whats more interesting is in many ways, I really didn't anticipate where the game was going. For example, due mainly to the emotional reaction of a player to a particular villainess, what was supposed to be a one shot enemy turned into a foe that took up most of the campaign, who had an interesting defeat.
For me it was a 3 year Star Wars WEG followed closely by a 3 year VtM game and a Mystara/AD&D campaign I ran with different groups over the course of about 15 years.
The Star Wars campaign really stands out because my friends still talk about it all the time, especially at the gaming table. It took place about 15 years after the battle o Endor and the EU stuff didn't exist. The New Republic and the Empire were stalemated and the Hurts had expanded their influence so that criminal elements had risen to power in many parts of the galaxy. The players fought for the Republic and played a part in establishing order throughout the galaxy. There was a good mix of action, political intrigue, and space adventure/exploration. The game ended with the PCs (who were heroes of the Republic by then) being take to the Star of Liberty; a new battle station equipped with an ion cannon that was capable of frying the electronics of a whole planet (I had foreshadowed its construction over the course of the campaign but the players never quite figured out what was going on). The Republic planned to use it to bring Imperial systems in line and the PCs were along for the weapons first test. The players were kind of stunned and there was a lot of debating on whether or not using the station was ethical which I was glad to see. I had to take a break from gaming for awhile because o real world issues and one of my players had such a fun time with it that he asked if he could continue it.
We had a blast with VtM playing vampire superheroes/villains but unfortunately the game imploded because of a difference in playstyles that pretty much wrecked a friendship and left two others on shaky ground. Talk about crazy.
The ongoing Mystara campaign holds a special place in my heart. Red box D&D was my first game and Mystara my first setting (although at the time it was an unnamed map in the blue expert set). B10 was always my first module of choice for new players. There just something about that setting that feels right to me. It set the standard for fantasy gaming fun that I judge other fantasy games by. Maybe its a nostalgia thing, but whatever the case I'm writing an adventure for Labyrinth Lord that gives me that same kind of feeling.
Pete
An In Harm's Way: Napoleonic naval campaign - American Navy starting in 1796, with the characters starting as Lieutenants. Two of the characters went up faster than the others, gaining Notice like crazy, first one ahead, then the other. One was very honorable, the other very practical. They both made Commander the same day, in the same action. I couldn't just choose which one to go with, so I kept all the characters together and let them go towards Captain. Again, it was neck and neck, and again they hit Captain the same day, in the same action. It was unbelievable! They were best friends too - one was best man at the other's wedding. The other players were rooting for them, rather than against them - there was no resentment, or feeling of preference. Now, by 1805, four of them are captains. They have gone through the Quasi-War and most of the first Barbary War, with only Algiers left in defiance. They firebombed Tripoli with naptha and crude oil from hot air balloons. They wrested two small colonies from the corsairs, by treaty, daring Congress to refuse them. They set up a Bedouin client state in the Siwa oasis. They are the terrors of the Mediterranean. The Berbers call the main two Thunder and Lightning. They are utterly amazing, and we all love it.
-clash
Without a doubt the Dogs in the Vineyard campaign I played in New Zealand Last year. A great group, great game, and the first time I've really enjoyed playing games for longer than three or four sessions bursts in quite a few years.
We played through seven towns, each town taking two or three sessions. And, after each town, we rotated the GM and the next person round presented their town (out of the four of us, three were happy to be GM), each of bringing in slightly different tones, themes, and so forth. Watch the characters change a develop was fantastic. In the end, it came down to a battle between those who wished to embrace progress (the railways, telegraphs, settlers from the East) and those who wish to defy progress.
Those were five months of gaming that I look back on with great fondness. And, it has given me new enthusiasm for playing longer term games.
Cheers
Malcolm
Quote from: Malcolm Craig;396776Without a doubt the Dogs in the Vineyard campaign I played in New Zealand Last year. A great group, great game, and the first time I've really enjoyed playing games for longer than three or four sessions bursts in quite a few years.
We played through seven towns, each town taking two or three sessions. And, after each town, we rotated the GM and the next person round presented their town (out of the four of us, three were happy to be GM), each of bringing in slightly different tones, themes, and so forth. Watch the characters change a develop was fantastic. In the end, it came down to a battle between those who wished to embrace progress (the railways, telegraphs, settlers from the East) and those who wish to defy progress.
Those were five months of gaming that I look back on with great fondness. And, it has given me new enthusiasm for playing longer term games.
Cheers
Malcolm
Oh noez! lol
Gotta be the Ad&D 2nd ed Planescape campaign. We met weekly for about three years and went through a modified version of the Great Modron March and Dead Gods modules. We played rather fast and loose with the rules and the amount of beer consumed made even our memories of earlier in the gaming session a bit foggy, but I can't remember a campaign in which we had that much unbridled fun.
Quote from: flyingmice;396729An In Harm's Way: Napoleonic naval campaign - American Navy starting in 1796, with the characters starting as Lieutenants. Two of the characters went up faster than the others, gaining Notice like crazy, first one ahead, then the other. One was very honorable, the other very practical. They both made Commander the same day, in the same action. I couldn't just choose which one to go with, so I kept all the characters together and let them go towards Captain. Again, it was neck and neck, and again they hit Captain the same day, in the same action. It was unbelievable! They were best friends too - one was best man at the other's wedding. The other players were rooting for them, rather than against them - there was no resentment, or feeling of preference. Now, by 1805, four of them are captains. They have gone through the Quasi-War and most of the first Barbary War, with only Algiers left in defiance. They firebombed Tripoli with naptha and crude oil from hot air balloons. They wrested two small colonies from the corsairs, by treaty, daring Congress to refuse them. They set up a Bedouin client state in the Siwa oasis. They are the terrors of the Mediterranean. The Berbers call the main two Thunder and Lightning. They are utterly amazing, and we all love it.
-clash
That sounds like really great fun. I'd love to do a Napoleonic naval campaign, as I'm about half way through reading the Aubrey-Maturin books and that's really given me a taste for gaming that setting.
Is this an ongoing campaign, Clash? Or has it come to an end?
Cheers
Malcolm
I have problems "closing the deal" when it comes to campaigns. The game that started with homebrew dungeons in original D&D and evolved into AD&D and went into the "G" series was (by my players account) fantastic, until we got to G3 (my assertion). Then things got all weird for reasons to detailed to go into here.
I ran the Mechwarrior adventure that involved the renegade scientist from NAIS who'd build a direct neural interface for his 'mech and was on the verge of going insane while fighting up the ladder in Solaris. Aside from the last nights' session (which fell apart because I introduced a player who was ... fundamentally incompatible with my group...), it was (again by players' comments) an awesome game...
Maybe someday I can start and finish one that will get critical acclaim :(
I have a hard time naming just one campaign. There was a lot of awesome gaming...
Quote from: Semah;396795Gotta be the Ad&D 2nd ed Planescape campaign. We met weekly for about three years and went through a modified version of the Great Modron March and Dead Gods modules. We played rather fast and loose with the rules and the amount of beer consumed made even our memories of earlier in the gaming session a bit foggy, but I can't remember a campaign in which we had that much unbridled fun.
I love Plane Scape. Almost no matter what version of D&D I'm running, Plane Scape spills into it somehow.
Must be the beer...
As far as running goes, I think the best was my AD&D Greyhawk campaign, followed by my Shadowrun 1e/2e campaign and WFRP1 Enemy Within campaign. 4th Age Middle-Earth was a winner too, as was my Rifts Coalition campaign.
The Hackmaster Basic campaign is just in it's infancy but the players are psyched, so I guess I'm probably not past my prime yet, even though I don't have the prep time I would like to do really good maps, minis etc.
As far as playing goes, my favorites are probably an AD&D homebrew and Shadowrun.
I'm currently in a CoC campaign that's set in an alternate Aces and Eights timeline using a modified Shadowrun system. It's scary as hell, keeps me on the edge of my seat.
Quote from: Malcolm Craig;396808That sounds like really great fun. I'd love to do a Napoleonic naval campaign, as I'm about half way through reading the Aubrey-Maturin books and that's really given me a taste for gaming that setting.
Is this an ongoing campaign, Clash? Or has it come to an end?
Cheers
Malcolm
Hi Malcolm!
The Aubrey-Maturin books have been favorites of mine since I tripped over Master and Commander in the Boston Public Library back in the seventies. I literally grew up with Forester's Hornblower and Marryat's novels - along with Science Fiction - as my favorite books. My love of the genre is why I wrote In Harm's Way in the first place - there was nothing out there to play in the genre, and it's a perfect genre for roleplaying! Now, of course, not only has Beat to Quarters come out - have you read it? It's excellent, though a bit story oriented for me - but Privateers and Gentlemen has been re-released, so there are many more options for people, which is always a good thing.
The campaign is very definitely ongoing. We play a series of sessions every year, and it's pure awesome every time. :D
-clash
Quote from: flyingmice;396844Hi Malcolm!
The Aubrey-Maturin books have been favorites of mine since I tripped over Master and Commander in the Boston Public Library back in the seventies. I literally grew up with Forester's Hornblower and Marryat's novels - along with Science Fiction - as my favorite books. My love of the genre is why I wrote In Harm's Way in the first place - there was nothing out there to play in the genre, and it's a perfect genre for roleplaying! Now, of course, not only has Beat to Quarters come out - have you read it? It's excellent, though a bit story oriented for me - but Privateers and Gentlemen has been re-released, so there are many more options for people, which is always a good thing.
The campaign is very definitely ongoing. We play a series of sessions every year, and it's pure awesome every time. :D
-clash
Oh yes, I'm very familiar with Beat to Quarters! That would be my system of choice for a Napoleonic campaign (which absolutely does not mean that In Harms War isn't great - just different strokes for different folks). A campaign in the style of 'The Mauritius Command' is something that I'd certainly like to see. In fact, I believe that Neil is working on a BtQ campaign pack of some kind at the moment. Certainly, it's the kind of thing that we've been discussing for various games.
I love the notion of a series of sessions per year, keeping the campaign rolling for a long time. That's something I've never actually done. Anyhow, long may your adventures continue!
Cheers
Malcolm
5 years ago, Deadlands Classic: a mix of Western and detective pulpiness set in over-the-top, post-war Louisiana. It was my first conscious attempt at a sandboxy campaign. I just set up mysteries and conspiracies, and let my players run wild. They had such inspired and brilliantly weird characters that it was always hilarious even when they spent a stretch of sessions accomplishing nothing. Best moments include the huckster engulfing an entire town in an earthquake after drawing a straight flush.
The best game I ever played in was 9 years ago. It was a D&D 3e game set in Arthurian Britain. The system didn't matter. The DM did a great job capturing dark, pulpy fantasy and the odd couple party (2 knights, a pagan cleric and a Viking barbarian scouting the isles for future invasion) spent many-a-session just arguing in brilliantly entertaining fashion.
Quote from: Malcolm Craig;396875Oh yes, I'm very familiar with Beat to Quarters! That would be my system of choice for a Napoleonic campaign (which absolutely does not mean that In Harms War isn't great - just different strokes for different folks). A campaign in the style of 'The Mauritius Command' is something that I'd certainly like to see. In fact, I believe that Neil is working on a BtQ campaign pack of some kind at the moment. Certainly, it's the kind of thing that we've been discussing for various games.
If I hadn't written IHW, I would have been playing Beat to Quarters, and I figured it would suit you very well. As it is, my projected Napoleonic Military game Scum of the Earth has been dropped since Niel's Duty & Honor came out - no more need for it.
QuoteI love the notion of a series of sessions per year, keeping the campaign rolling for a long time. That's something I've never actually done. Anyhow, long may your adventures continue!
Cheers
Malcolm
As a designer, I'm continually playtesting new games, kitbashing old games for new settings, and generally playing with ideas, so play time generally gets cluttered up. By doing a series every year, the game gets the feel of a long-running campaign, with development over years of time, without the investment of playtime needed for a traditional campaign. It's the best compromise I could think of, and the players never get bored... :D
-clash
30+ years later, they still improve.
My Igbarians take the cake for most story-worthy. Currently in real-time year nine, but the first 5.5 were the Grey Legion campagn, with a near TPK that unleashed an ancient Vampyre Lord...since then, the storyline has shifted to the New Legion, led by the maimed survivor of the Grey Legion, trying to stem the power of the Vampyre.
They just finished 'book 1' of that, ending the power of the Vampyre's agents in the town of Igbar..took almost 4 years of play time...We get better as we get older.
My best campaign that I've ever ran was all based around a random encounter. It was supposed to be a one off night because our regular DM needed a break because of exams, and so I decided to break out the DMG and do a random dungeon.
It was a hoot. From one of the characters dipping their head into a pool of acid(He had fallen through an illusionary floor tile into a spiked pit trap. He spied the next illusion and said "Ah-ha! I've got this figured out!" And he stuck his face right in there to see how deep and long the trap was. This one was just filled with acid. A quick 10d6 damage later and he was screaming, blowing blood bubbles while the cleric and company tried to hold him down so they could heal him.) ahem. Anyways, they discovered a vampire was the big boss in the dungeon, and managed to defeat him, but couldn't locate his secret coffin to destroy him. They fled to the morning sun before he could regenerate, and went running for their lives, forgetting that the fighter had exchanged his mundane shield for a magical one taken from a creature's hoard. The device on the shield gave the vampire a clue to their identities and he became the big bad for the campaign.
The gang had a good time that night, so I put something together for the next evening, in which they came upon a kingdom in need. 'The Phoenix Scroll,' a magical heirloom of the royal family that had been stolen, and they had been promised riches beyond their wildest dreams to get it back. When asked what help the King would give them, he thought for a while, snapped his fingers, and gave them his seventh son, Detrimis, to help them.
It lasted a couple of months, with Detrimis betraying them after a career as the worst henchmen ever, the growth and evolution of each character coming into their own with each saving the party from certain doom on a number of occasions, and came to a climax where the bad guy fighter had Detrimis at sword point to read the Phoneix Scroll to resurrect his Dragon God. The poor noble bastard was sweating bullets and the invisible thief, who was there watching, intent on assassinating Detrimis before he could complete the rites discovered that Detrimis had been bluffing everyone the entire time! (The Pcs knew he was useless, the bad guy NPCs did not.)
It was an epic battle, where we discovered the true horror of Evard's Black Tentacles (One PC earning the nickname Tentaclese in the process) with friendly fire claiming two of the five PCs before they finally won the day, stopping the rise of an evil dragon and recovering the scroll for their king.
In the epilogue sitting, they returned home, rich and powerful, only to find that when they landed, one of their Henchmen being very distressed. One of the PC's fathers had cornered him on their ship and 'Tried to make out with me! So I killed him!" (He was based off of Francais from Stripes) Everyone immediately knew what had happened, and that stretched the epilogue into another sitting where they tried to set things straight by finishing off the vampire lord.
Fun times. That was 13 years ago, and thanks to being grownups working in the service industry now, it's next to impossible to get everyone together on a regular basis.
Exalted 2e, which I ran over the course of 3 summers.
Absolutely in spite of the system and the larger setting elements. Most of the fun came from hanging out with my best friends during a summers off from university, with the ability to have day-games (when people were off from work) and then go out and do other social things at night.
It really worked well for us. Lots of jokes, bullshitting, and just having fun.
Oh, the campaign ended suddenly, but it was one of those free-wheeling, sandbox type ones, so we weren't following any sort of meta-plot.
Not so much time anymore for really long campaigns, though.
My best campaign where everything seemed to come together almostly was my recent GURPS:TRAVELLER campaign. That campaign has been nicknamed the adventures of the Mggie's Marauders because the players were the crew of an Empress Marava-class freighter called the I.M.S. Margaret Thatcher. We played that freom April of 2004 to mid-summer of 2008. Heck, we might still be playing except for work schedules changing and one of the players having a pregnancy and baby. (Both husband and wife played in that campaign)
There was recently talk that we might start up once a month gaming...potential return sessions of that campaign - maybe.
Before that my best campaign was the saga of The Magig Bus a.k.a as the "Metro Team" of adventurers. (Cincinnati's commuter Bus company is called Cincinnati Metro) Those sessions ran once a month from December of 1990 through June of 1991. The gist of the campaign was that the player characters were all riding a bus in the middle of july of 1986 that suddenly got zapped by strange blue lightning and all the passengers wind up on the bus, on another planet.
Have you seen the "DOCTOR WHO" special "Planet of the Dead" with the double decker bus?
Yeah, my old players from that ggroup saw that special and said it seemed like the first two sessions of that campaign.
- Ed C.
Mine was a 3.0 early era (books were still 20 a pop) Dragonlance campaign.
Setup: Just after War of the Lance, taking place in the same region as "In Search of Dragons" did so I could swipe that hex map.
PCs are part of a Solamnic Knight Freelance Reserve unit I came up with. Basically troubleshooters sent to deal with minor problems or local threats as the Knights had much bigger problems most of the time.
They get sent to investigate a beached ship. (I used a ship map from the 2e Dragonlance box set.) They find information on some bad magic items. They fight a zombie minotaur.
That was it.
But they enjoyed it and nobody had to work the next day (or were willing to not sleep like a crazyperson..) so I came up with some local Draconians who were after the little bad magic item which I decided was part of a set, the "Tears of Takhisis". They get owned by the Draconians and one PC gets captured. He pulls a doublecross on the main Drac who manages to escape and becomes my main baddie because it seems like a good idea.
It then goes on from there with the Tears being bad magic objects that will bring the Big T to Ansalon and cause mass hysteria and such. They escape from a zombie infested town, fight off a goblin force, find links to the Draconian's allies who just happen to be Deep Ones in a little island settlement called Innsmouth which the nearly weekly 6 month campaign ends with them fighting off Dagon with the help of an NPC who was really playing everyone against each other.
(See the NPC was a D&D character I ran in a badly DMed game where the DM was railroady and terrible and I didn't like the thought of the PC dying so stupidly. I just jumped him a world over, kept his motivation at trying to save his dead halfling village via making a deal with Asmodeus to stop Takhsis which he did by polymorphing to a Draconian to work with the campaign's villain and being his "Security Specialist" Ninja Halfling self with the PCs who absolutely loved the guy, not realizing he was playing both sides to save the souls of his village.)
They also fought "Comet Monsters" which were Warhammer 40K Tyranids which involved escaping a sewer system under a town the monsters had infested all Aliens like and getting on a boat and fighting a cyborg shark that was trying to eat the boat after it let off the Tyranids to fight the PCs topside. (Spacebugs can jump and all. Hormogaunts used to do that in 2001.)
They also met Astinius of Palanthas and Raistlin, and sadly wussed out of using a Deck of Many Things because they weren't as dumb as I hoped for.
Sadly it ended with Dagon's defeat and the Draconian baddie escaping his Deep One allies getting owned by the PCs and the Knights of Solamnia.
We were going to switch over to D20 Star Wars for a while after the break but this was killed via the usual I ONLY PLAY D&D cocksuckers refusing to try it, and the host who always thought everyone was to play at his house whenever he wanted as he had a kid. (Because a dumbass who got his wife pregnant around her senior prom is someone we should all accomodate given the fact the guy changed days off roughly every 6 months..)
He decided to change game days for his convenience and that was that. The good news is both the DMs they started new campaigns with were pretty much SHITE and they constantly talked about how good my game was.
We tried continuing it once later on (again, because he switched days and expected everyone to follow him, which pretty much ended up killing a group that had 9 people playing in it at one point!) but weekday mornings are a really stupid time to game, especially if you sleep days to begin with.
It was going to have the Draconian with his Tears' enhanced powers of making undead fighting the Tyranids and the PCs in the middle. Who would finally meet up for their ultimate confrontation with said Drac. And my NPC would backstab them, causing them to get sent to a dark cyberpunk future where the Draconian had won but didn't have all 5 Tear pieces yet and they would have powered armor and magic enhanced equipment to try to not only stop him, but get back to the past and prevent his victory from happening at all.
As far as I am concerned with my personal D&D universe canon since it ended because they couldn't keep it together and play at a decent time acceptable to everyone, and not just a dumbass who didn't believe in birth control (they have since added 3 more kids) or respecting that other people may have schedules and families as well, the PCs failed and Krynn is under the control of the Aurak Draconian Galthik who still hasn't bothered to collect all 5 Tears for his dark queen.
2nd edition ad&d. Straight up fantasy. Playing with my best friends. Started when we were 14 (1989), kept on, on and off, most weekends for 10 years. Still playing with 2 of them. Still having a blast (though we're playing b/x now). Friggin love this hobby.
(First post here - hey everyone!)
How many sessions of the same thing do you need to play before you can call it a campaign?
I don't recall ever running anything that was long enough that it could be called a "campaign". In 23 years of gaming I don't think I've GMed for the same set of characters in the same setting for more than 3~4 times in a row.
I have run a lifetime of one-shots and two-shots. My brain just naturally thinks about gaming in terms of one-shots. I don't think long term.
I've had so many that were great.
2E AD&D game that started at Zero level, but barely made it to Third, I made sure it was epic. They faced undead, searched for the Xerxes Codex, and continued to face evil across the world, forged their own magical weapons and saw a glimpse what holding the Xerxes Codex might do to the mage if he coveted its power. I used a"shell" on 2e AD&D that changed the feel. In that a mage knew only a couple of rune-spells but how he used them varied. The Rune for Freedom could burst locks, free an arrow to fly as a lethal missile, or free one from earth bound nature to levitate. The subdivisions were still suitable to D&D spells, but it was very shaped to limited spell types, but flexible in form.
The game challenged the player's perceptions of what AD&D could do and be in the right hands.
High Valor I had an ongoing campaign pre-release where the heroes began as two groups that met together, the heroes fought many dangers in and around the valley that they lived in for most of the campaign. They faced off tax-stealing shapeshifters, a cockatrice, and several dragons, but none so powerful as Malevolence the mother of all dragons. Most of the heroes gave up their lives to guard her quartered heart, to keep it from merging again and awakening her once more to ravage the land. They left behind two characters--one as duke to rule the valley, and one to serve as his man-at-arms.
Quote from: Enlightened;397122How many sessions of the same thing do you need to play before you can call it a campaign?
I don't recall ever running anything that was long enough that it could be called a "campaign". In 23 years of gaming I don't think I've GMed for the same set of characters in the same setting for more than 3~4 times in a row.
I have run a lifetime of one-shots and two-shots. My brain just naturally thinks about gaming in terms of one-shots. I don't think long term.
You're my good twin, seperated at birth.
34 years later, 99% long term campaigns. current setting, started 1983. Newest group up to 43 sessions.
Not good or bad...I just had to change my rules to stretch stuff out.
My best campaign ever is probably my Legion campaign, which is still running. So I guess I'm still in my prime.
RPGPundit
Quote from: LordVreeg;397163You're my good twin, seperated at birth.
34 years later, 99% long term campaigns. current setting, started 1983. Newest group up to 43 sessions.
Not good or bad...I just had to change my rules to stretch stuff out.
My
GURPS:TRAVELLER campaign got up to at least 66 sessions.
Thats according to the numbering on the audiotapes. We didn't game weekly, but twice a month, usuallly taking the month of July off and only gaming one session in June and August. Some years we only gamed one time in March because of Holidays.
- Ed C.
Quote from: kOLTARQuote from: Originally Posted by LordVreegYou're my good twin, seperated at birth.
34 years later, 99% long term campaigns. current setting, started 1983. Newest group up to 43 sessions.
Not good or bad...I just had to change my rules to stretch stuff out.
My GURPS:TRAVELLER campaign got up to at least 66 sessions.
Thats according to the numbering on the audiotapes. We didn't game weekly, but twice a month, usuallly taking the month of July off and only gaming one session in June and August. Some years we only gamed one time in March because of Holidays.
43 is my newest group, Steel Isle Online.
Igbar has 121 session reports
Miston is the highest(I have 159 session reports, in 16 years).
Igbar is one every three weeks, Miston is once a month, though we have added sessions in and subtracted quite a few. Miston is interesting because the story line and Base of Ops has remained, and ther are actually 2 very original characters in the group, played for all 159 sessions.
This is how I like to work. But the more I read, the more I see that I am more of an outlier than I thought. Not good, not bad. Just a little more long term.