A different campaign model
Dec. 5th, 2006 11:10 am... shoot. I can't even decide how many nominal models there are. Let's be basic and binary: Campaigns with Endings and Campaigns without Endings. Most games/campaigns that I've played in have been Campaigns with Endings. When the PCs save the world, rescue the princess, or solve the mystery, the campaign is over.
I believe our current 7th Sea campaign is shaping up to be a Campaign without Ending - once we've Saved the World, the GM is perfectly prepared to start a new arc with the same characters that involves Travel to the Hidden Continent. I've heard of AD&D games running for a decade or longer on this model.
All of my campaigns have been (or have been meant to be) Campaigns with Endings. Because of the way I run things, Life Goes On and can seed a future campaign in the same setting, but we stop following the lives of these particular PCs after the Ending. My games tend to run about a year, give or take - I'd call it 40 - 60 sessions.
Someone on the AEG forums mentioned that the typical 7th Sea campaign ran ten sessions. That blew my mind.
( Results of subsequent Enlightenment behind cut for length. )
I believe our current 7th Sea campaign is shaping up to be a Campaign without Ending - once we've Saved the World, the GM is perfectly prepared to start a new arc with the same characters that involves Travel to the Hidden Continent. I've heard of AD&D games running for a decade or longer on this model.
All of my campaigns have been (or have been meant to be) Campaigns with Endings. Because of the way I run things, Life Goes On and can seed a future campaign in the same setting, but we stop following the lives of these particular PCs after the Ending. My games tend to run about a year, give or take - I'd call it 40 - 60 sessions.
Someone on the AEG forums mentioned that the typical 7th Sea campaign ran ten sessions. That blew my mind.
( Results of subsequent Enlightenment behind cut for length. )