Showing posts with label campaign. Show all posts
Showing posts with label campaign. Show all posts

Wednesday, August 09, 2017

RPGaday2017 day 9

#RPGaday Day 9
What is an RPG to play for about 10 sessions?
I'm going to presume that means a complete story/campaign in 10 sessions, because you can always just stop playing, or you can often stretch a game to last 10 sessions.

The only game I can think of as difficult to stretch to 10 sessions is a game like Paranoia, which works really well for 1 or 2, and sometimes even 3 sessions, but it can be hard to keep up for 10. Campaign length often relies on players. Players can go off on tangents, take the plot in a wholly unanticipated direction which can short cut the campaign or extend it.

Look at your players first. Then you can figure out if this is a plot/campaign they'll play quickly or go all over the map before they get to the plot.





Sunday, August 06, 2017

RPGaday Day 6

In case you've lost it, here's the graphic of the questions again.

#RPGaday2017 day 6
You can game every day for a week. Describe what you'd do.

First, before the week, stock up on food and drinks. Wherever we're gaming, we're going to need fuel.

First two days, play all day, only stopping for hourly stretch breaks and food breaks. The third day, we'll go out for at least one meal, maybe even two. Repeat. 7th day, we'll have wrap up and one shots or just for fun games.

For those 6 days though, I want a campaign. We could use a Pathfinder Module, although I'd love to do one of those 6-book campaigns, but I don't think even a week would be enough time.

Or maybe we could play finally get through a Buffy game, or Leverage, or Dresden Files. The game system or setting is not as important as the experience.

If we're feeling a bit burnt on the 2nd or 3rd day, we could do game-related without gaming. Make some in-game props or write diary entries/articles from our character perspectives.

That week would be a great time to do a deep dive into one game. Learn the rules enough so we can play smoothly without stopping to check books. Delve into our characters and really role play.

Saturday, August 13, 2016

RPGaDay 13

What makes a successful campaign?
That is an excellent question. It has to be interesting enough to keep everyone involved and avoid GM burnout. It has to have well-explained expectations for the GM and the players (so people aren't expecting a lighthearted romp and get a horror instead, for example). Personalities and play styles have to mesh, at least to a certain extent; so no one 'yucks someone else's yum' as they say.