Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.

Long term campaigns - results?

3 posts / 0 new
Last post
mickykitsune mickykitsune's picture
Long term campaigns - results?
EP seems to have a great deal of scope and success with running short scenarios and adventures, but what kind of success / results have there been from groups running long campaigns? Any success stories? Any warnings? Just be interested in hearing about this, before I go trying to write up my own :)
[img]http://i.imgur.com/pUbYK.jpg[/img] [img]http://boxall.no-ip.org/img/ghost_userbar.png[/img] [size=8][color=#6394b1]===============================[/color][/size] [i][color=#6394b1]Gaming Location: Brisbane, Australia[/color][/i]
Arenamontanus Arenamontanus's picture
Re: Long term campaigns - results?
Eclipse Phase allows forking not just people, but campaigns. My original Firewall group is now largely involved with one long-term project in the rings of Saturn, while forks of two characters have their own quasi-independent campaign (or at least some adventures). I'm also using the idea that independent adventures are occurring in the same world, so the outcome of one might be heard about or influence another. The basic Firewall idea has some neat potential of running adventures with the characters involved in non-Firewall activities beside the worldsaving stuff. It also allows adding or removing characters as needed in the team. I am pretty happy with this style of gaming where characters are persistent but can come and go. One of my players isn't, but it is largely a matter of taste - really detailed long-running characters or more plot-driven games?
Extropian
Jay Dugger Jay Dugger's picture
Re: Long term campaigns - results?
I play as GM in an on-line only game set on Mars named "Martian Autumn." My outline for the game covers 64 weekly play sessions of an hour each. We've done five so far, and the long-term aspects move along fine. These regular short sessions require something of dramatic interest for every player every session. They also make combat a little hard to handle, but that suits the play style of everyone involved. The PCs started in the same physical location but relatively independent of one another. This matched their real-world arrangement. One player's character has a fairly independent plot line. The other two players, husband and wife, have characters with closer plot lines. This works well because it matches player attendance to the game. The married couple tends to miss simultaneously, and the other player's relative plot-independence makes it matter less to the story. I also encourage the players to handle ongoing projects out of play by email or by referring to the common Google Docs we keep. I ask them what their characters and their characters' muses plan to do for the next session. This gives plot hooks for future use, advances the story line without occupying the sixty short minutes of weekly live chat, and encourages the players to have long term in-game plans. This requires strict time records for a meaningful campaign, just as Gygax once wrote. :) It could also get out of hand, if the players find their side projects more interesting than the main storyline. That hasn't yet posed a problem. Good luck with your game, and have fun in Brisbane!
Sometimes the delete key serves best.