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Post by Crimhthan The Great on Apr 9, 2015 8:58:43 GMT -5
Select up to three choices to describe what you and your group do when it comes to your campaign.
In my main campaign it is basically The Long Haul, with the same characters with these caveats: first, the death rate is quite high so it is only now and then that a group of players are able to survive until retirement or old age takes them out of the game, although players do survive, often times the party is made up of characters at a wide variety of levels and second, having played through about 371 years of game time, many generations of humans and others have been born and died during the campaign, of course to elves this is a short time and it is about half of the lifetime of dwarves in my campaign. It also has a lot of the qualities of The Classic Epic Saga, since players due choose from time to time to go on an epic world changing quest, and sometimes these result in TPK's and sometimes they succeed and sometimes the string of events between generations constitutes an epic saga of itself as their lives play out. Some of the longer lived characters are played infrequently as they reach higher levels, but sometimes show up in the game sometimes as an NPC played by the ref, sometimes as a PC played by the player.
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Post by tetramorph on Apr 9, 2015 15:02:47 GMT -5
My "high fantasy," campaign, Dun Kells, is Epic and for the Long-haul.
But I am planning a Gonzo pick up session that I hope will turn into a long-haul campaign. For this one I am going to drop B1 as the Cave of the Unknown in B2, and drop B2 into the middle of the Outdoor Survival board. We will see if they ever get that far!
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Post by ffilz on Apr 9, 2015 15:31:39 GMT -5
Both the campaign I run and the one Makofan runs best fit the Long Haul description (though the world is changing as a result of PC actions in Makofan's campaign - but that's entirely arisen from player initiated actions).
Frank
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Post by Bandersnatch on Apr 9, 2015 15:48:08 GMT -5
I have a Long Haul campaign and then we do the Random thing now and then to switch things up.
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Post by Necromancer on Apr 10, 2015 3:07:00 GMT -5
I'd have to go for the Long Haul, I think. When I was younger I was a bit more into the combo style campaigns.
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Post by Von on Apr 28, 2015 2:37:13 GMT -5
I run short-form campaigns, according to the concept album approach, in which someone requests that I run X game or says "bet you can't do a game based on [by way of example] 'The Chemical Wedding'. It seems easier to sign people up for a weekly or fortnightly game if they know it will last until X calendar date or for Y number of encounters.
On the occasions that I accumulate more committed players I default to the long haul. The players may not save the world in the organised manner of the epic quest but they will inhabit it for a good long while and doubtless accomplish something, even if it's mere discovery.
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Post by Admin Pete on Apr 28, 2015 12:32:56 GMT -5
I run short-form campaigns, according to the concept album approach, in which someone requests that I run X game or says "bet you can't do a game based on [by way of example] 'The Chemical Wedding'. It seems easier to sign people up for a weekly or fortnightly game if they know it will last until X calendar date or for Y number of encounters. This sounds like a lot of fun, if you just take the name and the premise you could spin it 100's of different ways. On the occasions that I accumulate more committed players I default to the long haul. The players may not save the world in the organized manner of the epic quest but they will inhabit it for a good long while and doubtless accomplish something, even if it's mere discovery. I prefer to play the long haul, but short campaigns can be a lot of fun too.
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Post by Von on Apr 28, 2015 13:04:28 GMT -5
I run short-form campaigns, according to the concept album approach, in which someone requests that I run X game or says "bet you can't do a game based on [by way of example] 'The Chemical Wedding'. It seems easier to sign people up for a weekly or fortnightly game if they know it will last until X calendar date or for Y number of encounters. This sounds like a lot of fun, if you just take the name and the premise you could spin it 100's of different ways. Just so. Worked really well for Call of Cthulhu bitd - some of the best sessions I've ever run brewed up in an hour from a song lyric.
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Post by Admin Pete on Apr 28, 2015 14:26:31 GMT -5
This sounds like a lot of fun, if you just take the name and the premise you could spin it 100's of different ways. Just so. Worked really well for Call of Cthulhu bitd - some of the best sessions I've ever run brewed up in an hour from a song lyric. I designed my first dungeon around a set of quotes - one for each level.
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Post by merctime on May 2, 2015 14:53:45 GMT -5
I anticipate mine as the 'long haul' type eventually. And, specifically, I appreciate and fully endorse the distinction that it's about the player's careers as opposed to that of the characters!Mine's gonna be proto-typical; A smallish campaign world with a few large area maps but most info in my head, and the focus on player skill at the game in dungeon crawling. Death will occur. Suck it up and roll a new character. Don't write up a backstory until you think you've learned how to stay alive with this character!! I'm really hoping it will venture out into overland wilderness exploration, and eventually fortresses and mass combat. I'm darned sure gonna try for impetus towards that, but won't force it. But I am planning a Gonzo pick up session that I hope will turn into a long-haul campaign. For this one I am going to drop B1 as the Cave of the Unknown in B2, and drop B2 into the middle of the Outdoor Survival board. We will see if they ever get that far! Also, this post is exploding with awesome juice. WIN.
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Post by robkuntz on May 4, 2015 6:28:25 GMT -5
None of the above.
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Post by Vile Traveller on May 4, 2015 10:45:01 GMT -5
I nearly said you should have voted "7" but I see what you did there ...
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Post by Crimhthan The Great on May 4, 2015 11:29:03 GMT -5
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Post by robkuntz on May 4, 2015 12:41:19 GMT -5
I nearly said you should have voted "7" but I see what you did there ... I have never sculpted play. I merely provide a backdrop--a world--in which players choose their own courses based upon what is known or what they create within the environs; and thus I stay to their course. I do throw out rumors which they can act upon or not, but that's their choice. I have no exact formula or proclivity (and neither would I want any), and I prefer it that way as it keeps the players at peak in whatever mode they are currently forwarding and tends to set stages for doing things differently within those, or others, they depart upon.
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Post by Old Timer on May 4, 2015 13:01:24 GMT -5
I nearly said you should have voted "7" but I see what you did there ... I have never sculpted play. I merely provide a backdrop--a world--in which players choose their own courses based upon what is known or what they create within the environs; and thus I stay to their course. I do throw out rumors which they can act upon or not, but that's their choice. I have no exact formula or proclivity (and neither would I want any), and I prefer it that way as it keeps the players at peak in whatever mode they are currently forwarding and tends to set stages for doing things differently within those, or others, they depart upon. Do your players use the same characters for more than a couple of years real world time? If so, I would call that the long haul, since there is nothing in that to imply "sculpted play". In fact, IMO the only choice above that implies "sculpted play" would be the classic epic saga game. I, and I think many of us "merely provide a backdrop--a world--in which players choose their own courses based upon what is known or what they create within the environs; and thus we stay to their course." This: is what I would call the perfect description of the long haul campaign. I would call that SOP OD&D.
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Post by Samson and Solomon on May 4, 2015 14:37:50 GMT -5
I nearly said you should have voted "7" but I see what you did there ... I have never sculpted play. I merely provide a backdrop--a world--in which players choose their own courses based upon what is known or what they create within the environs; and thus I stay to their course. I do throw out rumors which they can act upon or not, but that's their choice. I have no exact formula or proclivity (and neither would I want any), and I prefer it that way as it keeps the players at peak in whatever mode they are currently forwarding and tends to set stages for doing things differently within those, or others, they depart upon. This is our goal! We don't know really how well we are doing, but this is what we strive for. We are here to see how others achieve this!
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Post by robkuntz on May 4, 2015 16:03:17 GMT -5
I have never sculpted play. I merely provide a backdrop--a world--in which players choose their own courses based upon what is known or what they create within the environs; and thus I stay to their course. I do throw out rumors which they can act upon or not, but that's their choice. I have no exact formula or proclivity (and neither would I want any), and I prefer it that way as it keeps the players at peak in whatever mode they are currently forwarding and tends to set stages for doing things differently within those, or others, they depart upon. Do your players use the same characters for more than a couple of years real world time? If so, I would call that the long haul, since there is nothing in that to imply "sculpted play". In fact, IMO the only choice above that implies "sculpted play" would be the classic epic saga game. I, and I think many of us "merely provide a backdrop--a world--in which players choose their own courses based upon what is known or what they create within the environs; and thus we stay to their course." This: is what I would call the perfect description of the long haul campaign. I would call that SOP OD&D. Perhaps; and perhaps not for my case, at least. The PCs could go in myriad directions which could intersect with the other categories, above. Which one would they be? I have no clue except as it will be described as such events unfold.
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Post by Crimhthan The Great on May 8, 2015 14:18:03 GMT -5
Perhaps; and perhaps not for my case, at least. The PCs could go in myriad directions which could intersect with the other categories, above. Which one would they be? I have no clue except as it will be described as such events unfold. If I could add a category without having to delete the poll and start over, then I would add a category for you and just call it a " Plus Campaign".
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Post by robkuntz on May 8, 2015 20:48:29 GMT -5
Perhaps; and perhaps not for my case, at least. The PCs could go in myriad directions which could intersect with the other categories, above. Which one would they be? I have no clue except as it will be described as such events unfold. If I could add a category without having to delete the poll and start over, then I would add a category for you and just call it a " Plus Campaign". Heh. Most of my resistance to categorizations comes from experience in design. I find it an interesting subject, more than most, as it seems an innate human proclivity to close down knowledge and experiences to neat categorizations (I am wary of neatness as it is more often an indication of planning rather than spontaneity.) This has in fact much to do with how we further reference and thereafter treat with the information so processed. But then there's consensus which goes hand-in-hand with it. They are not too far separated from each other. There is another board (to go unnamed) where I have answered questions at for over ten years to date. Many of these have been references to me as a person who may have a perspective on rules and procedures in AD&D et al. They were aimed at building consensus and thus "standardization." Of course I have my own view on rules and play; and they are my own and not others. I do not want others' POV or positions, and I champion theirs at the same time. So these types of polls do nothing for me generally or specifically. And I admit that I do not comprehend, because of my indifference to them, what they do for others. I am truly removed from any perspective on that even if it were explained to me--I would just probably nod along and shrug my shoulders. They seemingly generalize experiences or preview preferences, neither of which I see as relevant to how and why I approach either design or play. So, Yeah. Campaigns. To Gary, Arneson and myself it was not PLUS Campaign but was assumed to be a campaign from the beginning. And a campaign can change directions, in my case, on a moments notice. There is no set path; and if there ever becomes one then I shall hang up DMing and designing for good as I can assure you I will have achieved dullness.
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Post by The Master on Dec 6, 2016 16:55:17 GMT -5
I have never sculpted play. I merely provide a backdrop--a world--in which players choose their own courses based upon what is known or what they create within the environs; and thus I stay to their course. I do throw out rumors which they can act upon or not, but that's their choice. I have no exact formula or proclivity (and neither would I want any), and I prefer it that way as it keeps the players at peak in whatever mode they are currently forwarding and tends to set stages for doing things differently within those, or others, they depart upon. This looks good to me, good to strive for.
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Post by Hexenritter Verlag on Feb 3, 2018 23:30:50 GMT -5
I prefer long haul player driven campaigns, which is why I'm going back to Old School D&D for most of my future campaigns. The rules can get out of the way of the adventures & stories we as a group weave. I am not an Epic World changing guy, it is fine for novels & films but not my campaigns.
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Post by mao on Feb 14, 2018 9:33:52 GMT -5
Even at First, the PCs are HEROS! Epic all the way!
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Post by True Black Raven on Mar 13, 2018 22:40:02 GMT -5
The all encompassing Combo!
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Post by Robert the Black on Jun 21, 2018 10:48:41 GMT -5
Mine is other aka none of the above, none of these fit.
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Post by mormonyoyoman on Jun 25, 2018 6:59:12 GMT -5
My campaigns only needed three things, not counting players - and not always them.
NPCs "off the map" who always surprised me whenever players encountered the consequences of "the butterfly on the other side of the world."
IF-THEN chains of events, causes and effects. IF all these dungeons exist and people are dumb enough to live near them, what kind of civilization and society develops? If magic works, does the scientific experiment principle develop? What does food production and distribution look like?
Bacon. There must always be bacon.
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Post by Admin Pete on Jun 26, 2018 16:00:51 GMT -5
My campaigns only needed three things, not counting players - and not always them. NPCs "off the map" who always surprised me whenever players encountered the consequences of "the butterfly on the other side of the world." IF-THEN chains of events, causes and effects. IF all these dungeons exist and people are dumb enough to live near them, what kind of civilization and society develops? If magic works, does the scientific experiment principle develop? What does food production and distribution look like? Bacon. There must always be bacon. Quoted for Truth, especially the bacon!
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Post by The Bloody Nine on Jun 27, 2018 21:56:38 GMT -5
We just play and what happens, happens.
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Post by Yaleric on Jun 29, 2018 20:18:39 GMT -5
The Combo is the closest one for me, of course I want bacon with that.
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Post by Warrior Twin One on Aug 21, 2018 0:13:21 GMT -5
The Long Haul for me and yes with bacon.
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Post by Warrior Twin Two on Aug 22, 2018 10:32:04 GMT -5
The Long Haul for me and yes with bacon. The Long Haul and I will take, bacon, bacon, bacon and bacon.
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