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	<title>Comments on: Afterschool Tropes Special: The Campaign as a British TV Series</title>
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	<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/</link>
	<description>The Journal of Gamer Culture</description>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50092</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Wed, 03 Jun 2009 17:15:06 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50092</guid>
		<description>@Wally: Thanks for the praise.  That post is from one year ago, but it&#039;s one of my good ones.  I&#039;m quite proud of it.</description>
		<content:encoded><![CDATA[<p>@Wally: Thanks for the praise.  That post is from one year ago, but it&#8217;s one of my good ones.  I&#8217;m quite proud of it.</p>
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		<title>By: Wally</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50091</link>
		<dc:creator>Wally</dc:creator>
		<pubDate>Wed, 03 Jun 2009 01:58:06 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50091</guid>
		<description>As before, Philippe, your writing continues to improve, and this is a strong post conceptually as well. Bravo. (It&#039;s not just the wine and the afterglow of watching &lt;em&gt;Prime Suspect 4&lt;/em&gt; talking, either! Well, maybe.)

&lt;abbr&gt;&lt;em&gt;Wallys last blog post..&lt;a href=&quot;http://feedproxy.google.com/~r/typepad/waxbanks/blog/~3/qLtOJjTGrx8/key-to-understanding-me-during-dark-times.html&quot; rel=&quot;nofollow&quot;&gt;Key to understanding me during dark times.&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>As before, Philippe, your writing continues to improve, and this is a strong post conceptually as well. Bravo. (It&#8217;s not just the wine and the afterglow of watching <em>Prime Suspect 4</em> talking, either! Well, maybe.)</p>
<p><abbr><em>Wallys last blog post..<a href="http://feedproxy.google.com/~r/typepad/waxbanks/blog/~3/qLtOJjTGrx8/key-to-understanding-me-during-dark-times.html" rel="nofollow">Key to understanding me during dark times.</a></em></abbr></p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50090</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Tue, 02 Jun 2009 23:20:40 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50090</guid>
		<description>Damn, I wrote this post a year ago.

Since I mentioned it in a Podcast today, I just want to say that I&#039;ve been doing those mini-campaigns since last August and it&#039;s worked like a charm!  We played 3 such campaigns and PCs are now at level 9, one of which is the same since day one.</description>
		<content:encoded><![CDATA[<p>Damn, I wrote this post a year ago.</p>
<p>Since I mentioned it in a Podcast today, I just want to say that I&#8217;ve been doing those mini-campaigns since last August and it&#8217;s worked like a charm!  We played 3 such campaigns and PCs are now at level 9, one of which is the same since day one.</p>
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		<title>By: Dr. Checkmate</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50089</link>
		<dc:creator>Dr. Checkmate</dc:creator>
		<pubDate>Sat, 09 Aug 2008 16:19:02 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50089</guid>
		<description>Color me late to the party...

I think it depends a lot on session length and frequency, too. I&#039;m currently playing a group that gets about 3 or 4 weekly 4 to 5 hour sessions in every month. I don&#039;t know what the DM&#039;s long term plans are, but as an alternate game I&#039;m running a Savage Worlds mini-campaign (Zombie Run) that is structured very much like a TV mini-series. So far, this is working really well. However, I won&#039;t be continuing the experiment. Once the &quot;Run&quot; is over, we&#039;ll be moving on to something else.

Dr. Checkmates last blog post..&lt;a href=&quot;http://drcheckmate.wordpress.com/2008/08/08/lately-it-occurs-to-me/&quot; rel=&quot;nofollow&quot;&gt;Lately it occurs to me&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>Color me late to the party&#8230;</p>
<p>I think it depends a lot on session length and frequency, too. I&#8217;m currently playing a group that gets about 3 or 4 weekly 4 to 5 hour sessions in every month. I don&#8217;t know what the DM&#8217;s long term plans are, but as an alternate game I&#8217;m running a Savage Worlds mini-campaign (Zombie Run) that is structured very much like a TV mini-series. So far, this is working really well. However, I won&#8217;t be continuing the experiment. Once the &#8220;Run&#8221; is over, we&#8217;ll be moving on to something else.</p>
<p>Dr. Checkmates last blog post..<a href="http://drcheckmate.wordpress.com/2008/08/08/lately-it-occurs-to-me/" rel="nofollow">Lately it occurs to me</a></p>
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		<title>By: Lee</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50088</link>
		<dc:creator>Lee</dc:creator>
		<pubDate>Sat, 07 Jun 2008 03:09:10 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50088</guid>
		<description>I like this idea, especially &#039;cause my group thought of it long ago.  But we didn&#039;t do anything about it.
      What we wanted to do was get away from campaigns that lasted years in real time, and get more DM rotation.
       What did we do?  Well, I ran for 3 years, while my wife ran for 3 years-plus.  Our Buffy game ran for 4 years, my wife is in year 4 of Shackled City, and so on.  I&#039;ve run a 1-year game that had a definite endpoint (someone suggested a 13-episode season), and an 8-session game that both felt satisfying.  I think I will work harder at paring down my dreams in the future.</description>
		<content:encoded><![CDATA[<p>I like this idea, especially &#8217;cause my group thought of it long ago.  But we didn&#8217;t do anything about it.<br />
      What we wanted to do was get away from campaigns that lasted years in real time, and get more DM rotation.<br />
       What did we do?  Well, I ran for 3 years, while my wife ran for 3 years-plus.  Our Buffy game ran for 4 years, my wife is in year 4 of Shackled City, and so on.  I&#8217;ve run a 1-year game that had a definite endpoint (someone suggested a 13-episode season), and an 8-session game that both felt satisfying.  I think I will work harder at paring down my dreams in the future.</p>
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		<title>By: Dean</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50087</link>
		<dc:creator>Dean</dc:creator>
		<pubDate>Fri, 06 Jun 2008 14:04:54 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50087</guid>
		<description>I like the concept.  I immediately thought about &quot;24.&quot;  A very specific, though often convoluted, plot centered and taking place in one day.  Each season is its own storyline, but draws in elements from previous storylines, and has recurring elements and characters.

This serves both the short term goals of being focused, while allowing you the long term elements of the myth arc, should you choose to invoke them.</description>
		<content:encoded><![CDATA[<p>I like the concept.  I immediately thought about &#8220;24.&#8221;  A very specific, though often convoluted, plot centered and taking place in one day.  Each season is its own storyline, but draws in elements from previous storylines, and has recurring elements and characters.</p>
<p>This serves both the short term goals of being focused, while allowing you the long term elements of the myth arc, should you choose to invoke them.</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50086</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Fri, 06 Jun 2008 11:33:06 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50086</guid>
		<description>@MAK: Yup same here. So I guess that if I do use the short campaign model, that will make us Northen RPG brothers.</description>
		<content:encoded><![CDATA[<p>@MAK: Yup same here. So I guess that if I do use the short campaign model, that will make us Northen RPG brothers.</p>
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		<title>By: Gnome Rodeo: Pardon Me, But Do You Have Any GMing Links? - Gnome Stew, the Game Mastering Blog</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50085</link>
		<dc:creator>Gnome Rodeo: Pardon Me, But Do You Have Any GMing Links? - Gnome Stew, the Game Mastering Blog</dc:creator>
		<pubDate>Fri, 06 Jun 2008 07:20:32 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50085</guid>
		<description>[...] Musings of the Chatty DM: Chatty proposes building your campaign on the British TV series model, which pretty is wild in places but an all-around cool idea. Today&#8217;s the last day to enter [...]</description>
		<content:encoded><![CDATA[<p>[...] Musings of the Chatty DM: Chatty proposes building your campaign on the British TV series model, which pretty is wild in places but an all-around cool idea. Today&#8217;s the last day to enter [...]</p>
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		<title>By: MAK</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50084</link>
		<dc:creator>MAK</dc:creator>
		<pubDate>Thu, 05 Jun 2008 19:09:37 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50084</guid>
		<description>We&#039;ve tried most shades of gray in the sandbox vs railroad axis from &quot;so, what do you want to do now&quot; to playing spectator to deus-ex-machina NPC&#039;s - as may be guessed, neither extreme has worked very well.

What has worked OK is (not surprisingly) a DM-generated rough direction that the players play along with, but can provide their own twists and turns that the DM then in turn incorporates in the storyline. If you are familiar with agile software engineering, it&#039;s not that far off... Game sessions are like sprints of development and the direction is re-checked between each session.</description>
		<content:encoded><![CDATA[<p>We&#8217;ve tried most shades of gray in the sandbox vs railroad axis from &#8220;so, what do you want to do now&#8221; to playing spectator to deus-ex-machina NPC&#8217;s &#8211; as may be guessed, neither extreme has worked very well.</p>
<p>What has worked OK is (not surprisingly) a DM-generated rough direction that the players play along with, but can provide their own twists and turns that the DM then in turn incorporates in the storyline. If you are familiar with agile software engineering, it&#8217;s not that far off&#8230; Game sessions are like sprints of development and the direction is re-checked between each session.</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50083</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Thu, 05 Jun 2008 18:42:50 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50083</guid>
		<description>I really think that Sandbox gaming is a campaign structure and improv is a Gming technique.

While both go well together they are not the same.  A sandbox game can be exceedingly prepped if the GM needs a &quot;ready for everything&quot; toolbox to run it.

But what do I know, I suck at improv and the idea of running a sandbox game scares the $hi7 out of me!!</description>
		<content:encoded><![CDATA[<p>I really think that Sandbox gaming is a campaign structure and improv is a Gming technique.</p>
<p>While both go well together they are not the same.  A sandbox game can be exceedingly prepped if the GM needs a &#8220;ready for everything&#8221; toolbox to run it.</p>
<p>But what do I know, I suck at improv and the idea of running a sandbox game scares the $hi7 out of me!!</p>
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		<title>By: Yan</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50082</link>
		<dc:creator>Yan</dc:creator>
		<pubDate>Thu, 05 Jun 2008 18:38:24 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50082</guid>
		<description>Well I did little to no prep at each session, since everything you mentioned was all part of my initial world creation preparation.

Plot hook&#039;s, with some organizations their goals, typical henchman leader and I would improvise for the rest base on the player action.

That being said I did some prep before each session but it was mostly a though process to be mentally prepared and have the most probable material at hand.

Every one as is own approach and mine does not mean that every GM that uses the sandbox approach rely as heavily as I do on their own improvisation skills.</description>
		<content:encoded><![CDATA[<p>Well I did little to no prep at each session, since everything you mentioned was all part of my initial world creation preparation.</p>
<p>Plot hook&#8217;s, with some organizations their goals, typical henchman leader and I would improvise for the rest base on the player action.</p>
<p>That being said I did some prep before each session but it was mostly a though process to be mentally prepared and have the most probable material at hand.</p>
<p>Every one as is own approach and mine does not mean that every GM that uses the sandbox approach rely as heavily as I do on their own improvisation skills.</p>
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		<title>By: Captain Cursor</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50081</link>
		<dc:creator>Captain Cursor</dc:creator>
		<pubDate>Thu, 05 Jun 2008 18:26:13 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50081</guid>
		<description>I disagree that &quot;sandbox&quot; means no prep. Sometimes it means way more prep. You often have to anticipate where the players may be going with it. Now you may not prep out every single path they could go down, but you do have to make up lots of shallow but wide adventure snippets, or at least familiarize yourself with gameplay that they want to engage in.

If they are prone to committing crimes, then you prep some heists up to have on hand. If they are wont to rescue princess you have some damsels in distress to drop in.

Stupid gravatars won&#039;t update. :(

Captain Cursors last blog post..&lt;a href=&quot;http://captaincursor.blogspot.com/2008/06/i-need-horse.html&quot; rel=&quot;nofollow&quot;&gt;I Need a Horse!&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>I disagree that &#8220;sandbox&#8221; means no prep. Sometimes it means way more prep. You often have to anticipate where the players may be going with it. Now you may not prep out every single path they could go down, but you do have to make up lots of shallow but wide adventure snippets, or at least familiarize yourself with gameplay that they want to engage in.</p>
<p>If they are prone to committing crimes, then you prep some heists up to have on hand. If they are wont to rescue princess you have some damsels in distress to drop in.</p>
<p>Stupid gravatars won&#8217;t update. <img src='http://critical-hits.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
<p>Captain Cursors last blog post..<a href="http://captaincursor.blogspot.com/2008/06/i-need-horse.html" rel="nofollow">I Need a Horse!</a></p>
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		<title>By: Yan</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50080</link>
		<dc:creator>Yan</dc:creator>
		<pubDate>Thu, 05 Jun 2008 18:08:41 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50080</guid>
		<description>Well if you have a &quot;sandbox&quot; approach you actually do little to no preparation for each session.

Your concept is almost the default game settings for this kind of GMs. It requires no big conceptual leap in a sandbox game to change group. What you&#039;ve bin doing (The mythical plot) is a lot harder to do in the sandbox approach.</description>
		<content:encoded><![CDATA[<p>Well if you have a &#8220;sandbox&#8221; approach you actually do little to no preparation for each session.</p>
<p>Your concept is almost the default game settings for this kind of GMs. It requires no big conceptual leap in a sandbox game to change group. What you&#8217;ve bin doing (The mythical plot) is a lot harder to do in the sandbox approach.</p>
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		<title>By: Captain Cursor</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50079</link>
		<dc:creator>Captain Cursor</dc:creator>
		<pubDate>Thu, 05 Jun 2008 18:03:54 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50079</guid>
		<description>One of my two 4e campaigns I want to run was one that uses some of the concepts from Birthright. This is an interesting approach that could work for that campaign. Since each stage in the nation&#039;s development would be a &quot;season&quot; and would involve different threats. Plus I could show the development of the country over different times, which would call for different character archetypes. Early in the nation&#039;s development it would be all gritty frontier characters and wilderness adventure, later players would switch to playing their descendants who are now bored baroque nobles.

Thought provoking idea.</description>
		<content:encoded><![CDATA[<p>One of my two 4e campaigns I want to run was one that uses some of the concepts from Birthright. This is an interesting approach that could work for that campaign. Since each stage in the nation&#8217;s development would be a &#8220;season&#8221; and would involve different threats. Plus I could show the development of the country over different times, which would call for different character archetypes. Early in the nation&#8217;s development it would be all gritty frontier characters and wilderness adventure, later players would switch to playing their descendants who are now bored baroque nobles.</p>
<p>Thought provoking idea.</p>
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		<title>By: MAK</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50078</link>
		<dc:creator>MAK</dc:creator>
		<pubDate>Thu, 05 Jun 2008 18:01:26 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50078</guid>
		<description>Chatty beat me to it... A shared world is what gives the micro campaigns the needed continuity! And throwing references to previous events or locations that the current characters don&#039;t know but the players do is great fun. This sort of episodic play also helps to build the game world gradually which makes it even better suited for new episodes. It&#039;s a win-win situation!

A peek at our game world is at http://admc.pbwiki.com/ - quite lightly covered, since I don&#039;t have time to translate the whole thing from Finnish and there does not seem to be much interest in pseudo-historical settings (I kind of understand - anyone could check Wikipedia for such details)</description>
		<content:encoded><![CDATA[<p>Chatty beat me to it&#8230; A shared world is what gives the micro campaigns the needed continuity! And throwing references to previous events or locations that the current characters don&#8217;t know but the players do is great fun. This sort of episodic play also helps to build the game world gradually which makes it even better suited for new episodes. It&#8217;s a win-win situation!</p>
<p>A peek at our game world is at <a href="http://admc.pbwiki.com/" rel="nofollow">http://admc.pbwiki.com/</a> &#8211; quite lightly covered, since I don&#8217;t have time to translate the whole thing from Finnish and there does not seem to be much interest in pseudo-historical settings (I kind of understand &#8211; anyone could check Wikipedia for such details)</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50077</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Thu, 05 Jun 2008 17:35:22 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50077</guid>
		<description>@ Michael Philips:  I see your point and that is especially true for DM who do all the background design work up front and improvise afterwards.

For instance, I&#039;m not sure my buddy Yan would like to DM such a campaign model (yes I&#039;m baiting him... he he he)

But if all Micro Campaigns occur in the same gameworld on a shared timeline, previous (or expanded) world building work is not lost at the conclusion of one micro campaign.  Much like short stories done in the same world like some Conan stories.</description>
		<content:encoded><![CDATA[<p>@ Michael Philips:  I see your point and that is especially true for DM who do all the background design work up front and improvise afterwards.</p>
<p>For instance, I&#8217;m not sure my buddy Yan would like to DM such a campaign model (yes I&#8217;m baiting him&#8230; he he he)</p>
<p>But if all Micro Campaigns occur in the same gameworld on a shared timeline, previous (or expanded) world building work is not lost at the conclusion of one micro campaign.  Much like short stories done in the same world like some Conan stories.</p>
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		<title>By: Michael Phillips</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50076</link>
		<dc:creator>Michael Phillips</dc:creator>
		<pubDate>Thu, 05 Jun 2008 17:29:22 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50076</guid>
		<description>Okay, first, let me say that I like your idea, I think your idea is sound, and I may well appropriate your idea in my next campaign. Also, I answer rhetorical questions as a past time.
That said:

&lt;i&gt;Why not make shorter campaigns around a specific Story Arc? Let’s say 5 to 6 four hours game sessions based around a core idea I can describe in 10 words of less.&lt;/i&gt;

Hum, the same reason most modern writers write novels instead of short stories. (well, half of the reason why at least.)

A writer writing a 5,000 word short story may do 1/10th to 1/4th as much research and setting development as they would for a 120,000 word novel. The time writing and editing is often on a similar discount. In the long run, word for word, it is much more efficient to write novels than short stories for most writers. (Then there is the money thing... short story publishers don&#039;t pay a living wage for your work. In SF, the major magazines are still paying the same rates for a short story as they were in the 1960s.  But that really isn&#039;t here or there.)

I suspect that you&#039;d face a similar (though possibly less extreme) problem with running a series of micro-campaigns.

Michael Phillipss last blog post..&lt;a href=&quot;http://roninkakuhito.blogspot.com/2008/05/geneology-whats-that.html&quot; rel=&quot;nofollow&quot;&gt;Geneology, what&#039;s that&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>Okay, first, let me say that I like your idea, I think your idea is sound, and I may well appropriate your idea in my next campaign. Also, I answer rhetorical questions as a past time.<br />
That said:</p>
<p><i>Why not make shorter campaigns around a specific Story Arc? Let’s say 5 to 6 four hours game sessions based around a core idea I can describe in 10 words of less.</i></p>
<p>Hum, the same reason most modern writers write novels instead of short stories. (well, half of the reason why at least.)</p>
<p>A writer writing a 5,000 word short story may do 1/10th to 1/4th as much research and setting development as they would for a 120,000 word novel. The time writing and editing is often on a similar discount. In the long run, word for word, it is much more efficient to write novels than short stories for most writers. (Then there is the money thing&#8230; short story publishers don&#8217;t pay a living wage for your work. In SF, the major magazines are still paying the same rates for a short story as they were in the 1960s.  But that really isn&#8217;t here or there.)</p>
<p>I suspect that you&#8217;d face a similar (though possibly less extreme) problem with running a series of micro-campaigns.</p>
<p>Michael Phillipss last blog post..<a href="http://roninkakuhito.blogspot.com/2008/05/geneology-whats-that.html" rel="nofollow">Geneology, what&#8217;s that</a></p>
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		<title>By: ScottM</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50075</link>
		<dc:creator>ScottM</dc:creator>
		<pubDate>Thu, 05 Jun 2008 17:13:00 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50075</guid>
		<description>Primetime Adventures, which is an RPG focussed on replicating the good parts of TV shows, came to the same conclusion and suggests short seasons of 5 sessions or long seasons of 9 sessions.  As they point out, if you enjoyed the season, you can always have the network buy another-- as long as the GM&#039;s willing.

In my short-run game group, we did the same with Star Wars Saga-- we wanted to try it out but not commit to an indefinite campaign.  The GM prepared a 6-8 session adventure, which wound up feeling like the perfect length, like one of the movies.  We&#039;re currently clamoring for a sequel when he gets time enough to prepare it!  [Which is another great advantage-- it can be difficult to foresee obligations months off.  If something comes up, then you were already planning on a break point.  If nothing comes up, time for a sequel!]

ScottMs last blog post..&lt;a href=&quot;http://www.scottrpg.com/llamafodder/2008/06/a_few_recent_fi.htm&quot; rel=&quot;nofollow&quot;&gt;A few recent finds&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>Primetime Adventures, which is an RPG focussed on replicating the good parts of TV shows, came to the same conclusion and suggests short seasons of 5 sessions or long seasons of 9 sessions.  As they point out, if you enjoyed the season, you can always have the network buy another&#8211; as long as the GM&#8217;s willing.</p>
<p>In my short-run game group, we did the same with Star Wars Saga&#8211; we wanted to try it out but not commit to an indefinite campaign.  The GM prepared a 6-8 session adventure, which wound up feeling like the perfect length, like one of the movies.  We&#8217;re currently clamoring for a sequel when he gets time enough to prepare it!  [Which is another great advantage-- it can be difficult to foresee obligations months off.  If something comes up, then you were already planning on a break point.  If nothing comes up, time for a sequel!]</p>
<p>ScottMs last blog post..<a href="http://www.scottrpg.com/llamafodder/2008/06/a_few_recent_fi.htm" rel="nofollow">A few recent finds</a></p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50074</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Thu, 05 Jun 2008 15:30:30 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50074</guid>
		<description>@Martin: I&#039;m at season 3... I have to start it, knowing that it&#039;s going to be painful.  Although after having forged on through Season 2 of 6 Feet Under, I think I can survive anything... knowing how awesome season 4 is supposed to be I&#039;ll forge through (or just read the synopsis and jump to 4 directly).</description>
		<content:encoded><![CDATA[<p>@Martin: I&#8217;m at season 3&#8230; I have to start it, knowing that it&#8217;s going to be painful.  Although after having forged on through Season 2 of 6 Feet Under, I think I can survive anything&#8230; knowing how awesome season 4 is supposed to be I&#8217;ll forge through (or just read the synopsis and jump to 4 directly).</p>
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		<title>By: Martin Ralya</title>
		<link>http://critical-hits.com/2008/06/04/afterschool-tropes-special-the-campaign-as-a-series/#comment-50073</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Thu, 05 Jun 2008 14:51:25 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=618#comment-50073</guid>
		<description>/derail

Bar your door, because saying BSG sucks is apparently geek heresy. ;) That said, THANK YOU. Season 3 blew goats, and turned my entire group off the show -- our weekly pre-gaming ritual for many months.

I&#039;ve since snuck back and starting watching season 4, which is excellent so far (3 episodes in). If you, too, stopped at the end of 3, I recommend giving 4 a try.</description>
		<content:encoded><![CDATA[<p>/derail</p>
<p>Bar your door, because saying BSG sucks is apparently geek heresy. <img src='http://critical-hits.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  That said, THANK YOU. Season 3 blew goats, and turned my entire group off the show &#8212; our weekly pre-gaming ritual for many months.</p>
<p>I&#8217;ve since snuck back and starting watching season 4, which is excellent so far (3 episodes in). If you, too, stopped at the end of 3, I recommend giving 4 a try.</p>
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