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	<title>Comments on: The Short Epic Tale</title>
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	<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/</link>
	<description>The Journal of Gamer Culture</description>
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		<title>By: Elderon Analas</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-71184</link>
		<dc:creator>Elderon Analas</dc:creator>
		<pubDate>Thu, 06 May 2010 00:58:23 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-71184</guid>
		<description>I take my Campaigns on a Day-by-Day basis. I just take my trusty ol&#039; notebook and ask &quot;What do I want to do today, and then tomorrow?&quot; I write what Really big thing I want to do today and then describe some events or details about that. Then I make some vague plot point that this may tie off to, or if the player might complete today&#039;s task/mini quest, I just think of some other big cool plot point that I could throw in, or something completely different. I just fill in the rest with improv and just rolling with what the player does but still keeping my main goal in mind. I play one PC campaigns so I have alot of breathing room with what I can do, and what my player can do. We have alot of fun too. so it all works out in the end I guess.</description>
		<content:encoded><![CDATA[<p>I take my Campaigns on a Day-by-Day basis. I just take my trusty ol&#8217; notebook and ask &#8220;What do I want to do today, and then tomorrow?&#8221; I write what Really big thing I want to do today and then describe some events or details about that. Then I make some vague plot point that this may tie off to, or if the player might complete today&#8217;s task/mini quest, I just think of some other big cool plot point that I could throw in, or something completely different. I just fill in the rest with improv and just rolling with what the player does but still keeping my main goal in mind. I play one PC campaigns so I have alot of breathing room with what I can do, and what my player can do. We have alot of fun too. so it all works out in the end I guess.</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-70181</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Fri, 02 Apr 2010 14:18:53 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-70181</guid>
		<description>No! The one about me doing a RPG for kids game with Luke Crane was :)  The Lost Badger one... :)
.-= ChattyDM&#180;s last blog ..&lt;a href=&quot;http://critical-hits.com/2010/04/01/lost-badgers-and-kid-guards/&quot; rel=&quot;nofollow&quot;&gt;Lost Badgers and Kid Guards&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>No! The one about me doing a RPG for kids game with Luke Crane was <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   The Lost Badger one&#8230; <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
.-= ChattyDM&#180;s last blog ..<a href="http://critical-hits.com/2010/04/01/lost-badgers-and-kid-guards/" rel="nofollow">Lost Badgers and Kid Guards</a> =-.</p>
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		<title>By: HartThorn</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-70180</link>
		<dc:creator>HartThorn</dc:creator>
		<pubDate>Fri, 02 Apr 2010 14:07:44 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-70180</guid>
		<description>Wait... this was an April Fool&#039;s article? DAMMIT!</description>
		<content:encoded><![CDATA[<p>Wait&#8230; this was an April Fool&#8217;s article? DAMMIT!</p>
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		<title>By: ChattyDM</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-70169</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Thu, 01 Apr 2010 22:03:16 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-70169</guid>
		<description>You know you&#039;ve done something good in the blogsphere when a post stays alive with comments well after it came up and without the author&#039;s prodding.

I&#039;m glad you all enjoyed the idea and/or that it sparked such cool discussions.

See you soon with new, non April Fools material.
.-= ChattyDM&#180;s last blog ..&lt;a href=&quot;http://critical-hits.com/2010/04/01/lost-badgers-and-kid-guards/&quot; rel=&quot;nofollow&quot;&gt;Lost Badgers and Kid Guards&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>You know you&#8217;ve done something good in the blogsphere when a post stays alive with comments well after it came up and without the author&#8217;s prodding.</p>
<p>I&#8217;m glad you all enjoyed the idea and/or that it sparked such cool discussions.</p>
<p>See you soon with new, non April Fools material.<br />
.-= ChattyDM&#180;s last blog ..<a href="http://critical-hits.com/2010/04/01/lost-badgers-and-kid-guards/" rel="nofollow">Lost Badgers and Kid Guards</a> =-.</p>
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		<title>By: HartThorn</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-70167</link>
		<dc:creator>HartThorn</dc:creator>
		<pubDate>Thu, 01 Apr 2010 20:18:22 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-70167</guid>
		<description>Heh, now this would be a fascinating mind-screw for the epic tier: from levels 21-28 they are fighting against some world ending apocalypse scenario until some uber-wizened sage finally gets to the PCs and informs them that the apocalypse MUST occur, or reality itself will spin out and blink into nothingness. The re-boot is a requirement of reality, and has happened numerous times (kinda like the matrix), but it does still result in everyone the PCs know (including themselves) still dying, but the alternative is actually even worse.

yesss..... EXcellent....</description>
		<content:encoded><![CDATA[<p>Heh, now this would be a fascinating mind-screw for the epic tier: from levels 21-28 they are fighting against some world ending apocalypse scenario until some uber-wizened sage finally gets to the PCs and informs them that the apocalypse MUST occur, or reality itself will spin out and blink into nothingness. The re-boot is a requirement of reality, and has happened numerous times (kinda like the matrix), but it does still result in everyone the PCs know (including themselves) still dying, but the alternative is actually even worse.</p>
<p>yesss&#8230;.. EXcellent&#8230;.</p>
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		<title>By: Jenny Snyder</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-70166</link>
		<dc:creator>Jenny Snyder</dc:creator>
		<pubDate>Thu, 01 Apr 2010 19:54:39 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-70166</guid>
		<description>@HartThorn those are some excellent suggestions!  I think she&#039;s pretty locked up into her character now, as she&#039;s starting to fall in love with an avatar of Pelor.  Suddenly the PC is all into it again ^_^

Most of my campaign has been dealing with the renewal of &quot;the old gods,&quot; ie the usual DnD pantheon.  A new religion has taken over, with a single deity and a church-controlled state whose corruption is spiraling out of control.  A lot of what the PCs are doing now is gathering the power to re-awaken Bahamut and unseat the false church.  

Of course, there&#039;s more to it than even that, but that&#039;s mostly what their paragon tier will be concerned with.  Epic will get world-ending-and-rebuilding epic :)
.-= Jenny Snyder&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/Level30Yinzer/~3/xYLFL_2ptno/&quot; rel=&quot;nofollow&quot;&gt;Level 30 Yinzer presents a tribute:  The Axe Cop!&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>@HartThorn those are some excellent suggestions!  I think she&#8217;s pretty locked up into her character now, as she&#8217;s starting to fall in love with an avatar of Pelor.  Suddenly the PC is all into it again ^_^</p>
<p>Most of my campaign has been dealing with the renewal of &#8220;the old gods,&#8221; ie the usual DnD pantheon.  A new religion has taken over, with a single deity and a church-controlled state whose corruption is spiraling out of control.  A lot of what the PCs are doing now is gathering the power to re-awaken Bahamut and unseat the false church.  </p>
<p>Of course, there&#8217;s more to it than even that, but that&#8217;s mostly what their paragon tier will be concerned with.  Epic will get world-ending-and-rebuilding epic <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
.-= Jenny Snyder&#180;s last blog ..<a href="http://feedproxy.google.com/~r/Level30Yinzer/~3/xYLFL_2ptno/" rel="nofollow">Level 30 Yinzer presents a tribute:  The Axe Cop!</a> =-.</p>
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		<title>By: HartThorn</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-70163</link>
		<dc:creator>HartThorn</dc:creator>
		<pubDate>Thu, 01 Apr 2010 17:42:32 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-70163</guid>
		<description>Most of the games I&#039;ve played typically fall into that ADHD mode. Sometimes they could last up to a year, most would crash inside of a month or two. Sometimes it was totally forseeable (like half the party having 4 weekly game commitments), other times it was just a handful of enthusiastic but very flaky players that constantly caused disruptions. Among my group skipping one session was pretty much the kiss of death. It might limp thru a couple more sessions, but it was a dead game walking.

@Jenny: If your player is the avatar of the Raven Queen, then it seems like the best way to get her character to achieve apotheosis is to get her killed. I mean, where else would her powers flourish than in her home domain of the Shadowfell? Or you could even have a side quest where a bunch of Shadar-kai track down the party for under-explained &quot;reasons&quot; to help them stop some chaos in the Shadowfell as the different lieutenants of the RQ are fighting who gets to rule in her absence. As the players go thru the portal, that particular player just never makes it thru. Lo-and behold, at the end of the mini-arc they re-discover their missing comrade as the reborn RQ trying to get a handle on her powers. Or even better, months down the line have a &quot;cinematic moment&quot; where one of the players is cruelly and arbatrarilly killed by some falling piece of scenery only to come face-to-face with their old friend who can give them a second chance (extra kudos if you make the sacrifical lamb be the same player as the current RQ incarnate, heh)

Hmm... maybe my next campaign will include reborn gods. Interesting concept. I&#039;ve always felt that a truly immortal being would lose it&#039;s impetus to act. Maybe every god has to go thru a &quot;re-birthing&quot; process every couple centuries just to keep the highest of motivators, the spectre of death.</description>
		<content:encoded><![CDATA[<p>Most of the games I&#8217;ve played typically fall into that ADHD mode. Sometimes they could last up to a year, most would crash inside of a month or two. Sometimes it was totally forseeable (like half the party having 4 weekly game commitments), other times it was just a handful of enthusiastic but very flaky players that constantly caused disruptions. Among my group skipping one session was pretty much the kiss of death. It might limp thru a couple more sessions, but it was a dead game walking.</p>
<p>@Jenny: If your player is the avatar of the Raven Queen, then it seems like the best way to get her character to achieve apotheosis is to get her killed. I mean, where else would her powers flourish than in her home domain of the Shadowfell? Or you could even have a side quest where a bunch of Shadar-kai track down the party for under-explained &#8220;reasons&#8221; to help them stop some chaos in the Shadowfell as the different lieutenants of the RQ are fighting who gets to rule in her absence. As the players go thru the portal, that particular player just never makes it thru. Lo-and behold, at the end of the mini-arc they re-discover their missing comrade as the reborn RQ trying to get a handle on her powers. Or even better, months down the line have a &#8220;cinematic moment&#8221; where one of the players is cruelly and arbatrarilly killed by some falling piece of scenery only to come face-to-face with their old friend who can give them a second chance (extra kudos if you make the sacrifical lamb be the same player as the current RQ incarnate, heh)</p>
<p>Hmm&#8230; maybe my next campaign will include reborn gods. Interesting concept. I&#8217;ve always felt that a truly immortal being would lose it&#8217;s impetus to act. Maybe every god has to go thru a &#8220;re-birthing&#8221; process every couple centuries just to keep the highest of motivators, the spectre of death.</p>
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		<title>By: Dean</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-70101</link>
		<dc:creator>Dean</dc:creator>
		<pubDate>Wed, 31 Mar 2010 00:01:08 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-70101</guid>
		<description>I&#039;ve come to the conclusion that shorter campaigns are better now as well.  We just don&#039;t have the time (3 hours every two weeks instead of 4 hours ever week) that we had in college to have an expansive campaign.

That said, there&#039;s something a bit missing if you start an Epic tier campaign at level 25 when you haven&#039;t had those characters since at least early Heroic.
.-= Dean&#180;s last blog ..&lt;a href=&quot;http://www.arcanespringboard.com/2010/03/campaign-lengths-and-when-to-quit.html&quot; rel=&quot;nofollow&quot;&gt;Campaign Lengths and When to Quit&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve come to the conclusion that shorter campaigns are better now as well.  We just don&#8217;t have the time (3 hours every two weeks instead of 4 hours ever week) that we had in college to have an expansive campaign.</p>
<p>That said, there&#8217;s something a bit missing if you start an Epic tier campaign at level 25 when you haven&#8217;t had those characters since at least early Heroic.<br />
.-= Dean&#180;s last blog ..<a href="http://www.arcanespringboard.com/2010/03/campaign-lengths-and-when-to-quit.html" rel="nofollow">Campaign Lengths and When to Quit</a> =-.</p>
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		<title>By: Todd Steel</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-70060</link>
		<dc:creator>Todd Steel</dc:creator>
		<pubDate>Mon, 29 Mar 2010 19:32:33 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-70060</guid>
		<description>I think it&#039;s a great idea, the mini-campaign, these epic ones are really becoming a waste when all this new material comes out and you can&#039;t do anything with it.</description>
		<content:encoded><![CDATA[<p>I think it&#8217;s a great idea, the mini-campaign, these epic ones are really becoming a waste when all this new material comes out and you can&#8217;t do anything with it.</p>
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		<title>By: Jason Dawson</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-70054</link>
		<dc:creator>Jason Dawson</dc:creator>
		<pubDate>Mon, 29 Mar 2010 12:44:08 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-70054</guid>
		<description>This is such a fantastic comment. I&#039;ve done both of these style games, and enjoyed both immensely.  One a half-decade long super-epic campaign that ended with pretty much the same characters it started with and the other was a massively rotating cast for a Red Hand of Doom game. Both were incredibly satisfying, but for entirely different reasons. 

One of the biggest benefits for the &quot;miniseries&quot; style games is seeing how different mixes of party work (or don&#039;t work) together. As a GM, watching a variety of players bring a variety of character types and personalities to the table  is a really awesome experience. I enjoyed it so much I&#039;m tempted to run Red Hand of Doom again and flesh it out to add an element of West Marches-style scheduling and character competition to it. 

Thanks, Chatty. This is a really great article.
.-= Jason Dawson&#180;s last blog ..&lt;a href=&quot;http://theactionpoint.wordpress.com/2010/03/29/core-tropes-for-your-setting/&quot; rel=&quot;nofollow&quot;&gt;Core Tropes For Your Setting&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>This is such a fantastic comment. I&#8217;ve done both of these style games, and enjoyed both immensely.  One a half-decade long super-epic campaign that ended with pretty much the same characters it started with and the other was a massively rotating cast for a Red Hand of Doom game. Both were incredibly satisfying, but for entirely different reasons. </p>
<p>One of the biggest benefits for the &#8220;miniseries&#8221; style games is seeing how different mixes of party work (or don&#8217;t work) together. As a GM, watching a variety of players bring a variety of character types and personalities to the table  is a really awesome experience. I enjoyed it so much I&#8217;m tempted to run Red Hand of Doom again and flesh it out to add an element of West Marches-style scheduling and character competition to it. </p>
<p>Thanks, Chatty. This is a really great article.<br />
.-= Jason Dawson&#180;s last blog ..<a href="http://theactionpoint.wordpress.com/2010/03/29/core-tropes-for-your-setting/" rel="nofollow">Core Tropes For Your Setting</a> =-.</p>
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		<title>By: QuestingWord</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-70051</link>
		<dc:creator>QuestingWord</dc:creator>
		<pubDate>Mon, 29 Mar 2010 04:56:52 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-70051</guid>
		<description>This is a great idea.  It&#039;s something I think 90% could have thoughtup on their own, but would immediately dismiss before it reached their concious part of their brains... thats how subtle this is.  I am going to use this advice for mini-adventures/campaigns, to propel the story by introducing the passage of time and also introduce from adventure to adventure, new characters but then again , bring back some old ones the players &#039;let go&#039; and catch them up on the history and events surounding that old characters life now... specifically related to the story and propelling the campaigns as a whole.</description>
		<content:encoded><![CDATA[<p>This is a great idea.  It&#8217;s something I think 90% could have thoughtup on their own, but would immediately dismiss before it reached their concious part of their brains&#8230; thats how subtle this is.  I am going to use this advice for mini-adventures/campaigns, to propel the story by introducing the passage of time and also introduce from adventure to adventure, new characters but then again , bring back some old ones the players &#8216;let go&#8217; and catch them up on the history and events surounding that old characters life now&#8230; specifically related to the story and propelling the campaigns as a whole.</p>
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		<title>By: Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2010-03-26</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-70028</link>
		<dc:creator>Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2010-03-26</dc:creator>
		<pubDate>Fri, 26 Mar 2010 20:18:56 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-70028</guid>
		<description>[...] The Short Epic Tale  Not all games have to be multi-year epic tales. Honestly, most are not. It&#8217;s rare for a game to last long enough without some or most of the players losing interest. Sure, you may drop a game with the intention of &#8220;coming back to it later&#8221;, but how often do you really come back to a dropped game? Probably rarely, if ever. ChattyDM has some ideas and thoughts on the matter on how to more smoothly transition from one game to another and he writes about the problems of starting over with a new campaign and how to alleviate some of those issues. [...]</description>
		<content:encoded><![CDATA[<p>[...] The Short Epic Tale  Not all games have to be multi-year epic tales. Honestly, most are not. It&#8217;s rare for a game to last long enough without some or most of the players losing interest. Sure, you may drop a game with the intention of &#8220;coming back to it later&#8221;, but how often do you really come back to a dropped game? Probably rarely, if ever. ChattyDM has some ideas and thoughts on the matter on how to more smoothly transition from one game to another and he writes about the problems of starting over with a new campaign and how to alleviate some of those issues. [...]</p>
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		<title>By: Edhel</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-70011</link>
		<dc:creator>Edhel</dc:creator>
		<pubDate>Thu, 25 Mar 2010 23:51:18 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-70011</guid>
		<description>My longest campaign has been an evil FR campaign that has gone from level 4 to level 16 but only two characters have survived from the start and they&#039;ve retired twice - both ingame and IRL (us changing the game/campaign). My shorter campaigns usually just wither and die without achieving closure.

I play only in one campaign (Conan d20, http://www.obsidianportal.com/campaign/conan-ae/), and I&#039;ve let three of my characters die instead of spending fate points to save them. I guess I like to try different characters.</description>
		<content:encoded><![CDATA[<p>My longest campaign has been an evil FR campaign that has gone from level 4 to level 16 but only two characters have survived from the start and they&#8217;ve retired twice &#8211; both ingame and IRL (us changing the game/campaign). My shorter campaigns usually just wither and die without achieving closure.</p>
<p>I play only in one campaign (Conan d20, <a href="http://www.obsidianportal.com/campaign/conan-ae/" rel="nofollow">http://www.obsidianportal.com/campaign/conan-ae/</a>), and I&#8217;ve let three of my characters die instead of spending fate points to save them. I guess I like to try different characters.</p>
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		<title>By: LordVreeg</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-70002</link>
		<dc:creator>LordVreeg</dc:creator>
		<pubDate>Thu, 25 Mar 2010 17:09:02 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-70002</guid>
		<description>Long.  

Not that that is right for everyone, or better than any other mode.

Very Long is my mode.  Like, Big Mcstrongmuscle&#039;s dad long.
I wrote some earlier settings for the first 7-8 years I played, then created my current setting.  That was 1983.   We wrote it with a high lethality, so sometimes switching out is easy...

The current campaigns in the Setting are: 
Steel Isle (online over IRC just had session 31 last night.)
Igbar (live, 8 years, though a near TPK 3 years ago has spread things out)
Miston (live, 15 years, 3 original members, 3 others with 10+ yr old characters)

We also use skill based rules, so when a Priest of Lucky Ishma wants to learn about backstabbing, she may inquire through contacts how to contact the local Karin Machination Assassins.  Handled within the rules.

But when you plan the kind of sandbox out, you do need to have storyarcs and themes written out way ahead of time.  That is hwo I label them, Themes are the huge, overarching campaign-level stuff, Greater Arcs for long-term local affects, and lesser arcs for 2-6 session affects.  Though I honestly thought my current Igbarians would not be still stuck on Lesser arc #1 after 3 years since the Near TPK.
.-= LordVreeg&#180;s last blog ..&lt;a href=&quot;http://celtricia.pbworks.com/Flaming%20Sphere&quot; rel=&quot;nofollow&quot;&gt;edited Flaming Sphere&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Long.  </p>
<p>Not that that is right for everyone, or better than any other mode.</p>
<p>Very Long is my mode.  Like, Big Mcstrongmuscle&#8217;s dad long.<br />
I wrote some earlier settings for the first 7-8 years I played, then created my current setting.  That was 1983.   We wrote it with a high lethality, so sometimes switching out is easy&#8230;</p>
<p>The current campaigns in the Setting are:<br />
Steel Isle (online over IRC just had session 31 last night.)<br />
Igbar (live, 8 years, though a near TPK 3 years ago has spread things out)<br />
Miston (live, 15 years, 3 original members, 3 others with 10+ yr old characters)</p>
<p>We also use skill based rules, so when a Priest of Lucky Ishma wants to learn about backstabbing, she may inquire through contacts how to contact the local Karin Machination Assassins.  Handled within the rules.</p>
<p>But when you plan the kind of sandbox out, you do need to have storyarcs and themes written out way ahead of time.  That is hwo I label them, Themes are the huge, overarching campaign-level stuff, Greater Arcs for long-term local affects, and lesser arcs for 2-6 session affects.  Though I honestly thought my current Igbarians would not be still stuck on Lesser arc #1 after 3 years since the Near TPK.<br />
.-= LordVreeg&#180;s last blog ..<a href="http://celtricia.pbworks.com/Flaming%20Sphere" rel="nofollow">edited Flaming Sphere</a> =-.</p>
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		<title>By: callin</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-70000</link>
		<dc:creator>callin</dc:creator>
		<pubDate>Thu, 25 Mar 2010 14:56:37 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-70000</guid>
		<description>I prefer long, &quot;epic&quot; campaigns. I grew up on the one-shots or small campaigns of only a couple of sessions. They somehow seemed lacking and I was drawn to the longer ones (ran one campaign for 11 years real time, same characters).

However, I understand the desire to play something different, explore a new class. In my current campaign I will be running a specialized adventure I am calling Seige Perilous (after the X-Men comic) wherein the party will be pulled into another reality wherein they will bne asked to assess themselves. After it is over they will allowed to change their race and class while maintaing who they are as a person.

A couple of weeks on my blog I wrote a couple of articles about Dynastic Campaigns. These are campaigns that are played out over generations and years of game time. You start with your first characters, accompish a few goals from the overarching plotline and then the quest is passed to your heirs. This happens over several geneations. It allows for an epic plot while also allowing players to swap up their characters.
http://bigballofnofun.blogspot.com/2010/03/dynastic-campaign.html</description>
		<content:encoded><![CDATA[<p>I prefer long, &#8220;epic&#8221; campaigns. I grew up on the one-shots or small campaigns of only a couple of sessions. They somehow seemed lacking and I was drawn to the longer ones (ran one campaign for 11 years real time, same characters).</p>
<p>However, I understand the desire to play something different, explore a new class. In my current campaign I will be running a specialized adventure I am calling Seige Perilous (after the X-Men comic) wherein the party will be pulled into another reality wherein they will bne asked to assess themselves. After it is over they will allowed to change their race and class while maintaing who they are as a person.</p>
<p>A couple of weeks on my blog I wrote a couple of articles about Dynastic Campaigns. These are campaigns that are played out over generations and years of game time. You start with your first characters, accompish a few goals from the overarching plotline and then the quest is passed to your heirs. This happens over several geneations. It allows for an epic plot while also allowing players to swap up their characters.<br />
<a href="http://bigballofnofun.blogspot.com/2010/03/dynastic-campaign.html" rel="nofollow">http://bigballofnofun.blogspot.com/2010/03/dynastic-campaign.html</a></p>
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		<title>By: Vincent</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-69990</link>
		<dc:creator>Vincent</dc:creator>
		<pubDate>Thu, 25 Mar 2010 05:37:51 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-69990</guid>
		<description>I like the mini-campaign model. In my group, we rotate DMing duties, so we get to choose whatever we like to play more frequently. Have a cool character in mind? Just tell the group so, and when the next DM steps up, play that.

I also think my group appears to avoid the death of a character at all costs. Don&#039;t think of it as a disruption to the story. Think of it as providing new plots.
.-= Vincent&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/Honeybeech/~3/zOcMU0DcdcM/&quot; rel=&quot;nofollow&quot;&gt;Philosophers, dragons and harems&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I like the mini-campaign model. In my group, we rotate DMing duties, so we get to choose whatever we like to play more frequently. Have a cool character in mind? Just tell the group so, and when the next DM steps up, play that.</p>
<p>I also think my group appears to avoid the death of a character at all costs. Don&#8217;t think of it as a disruption to the story. Think of it as providing new plots.<br />
.-= Vincent&#180;s last blog ..<a href="http://feedproxy.google.com/~r/Honeybeech/~3/zOcMU0DcdcM/" rel="nofollow">Philosophers, dragons and harems</a> =-.</p>
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		<title>By: Corrin</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-69988</link>
		<dc:creator>Corrin</dc:creator>
		<pubDate>Thu, 25 Mar 2010 04:04:11 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-69988</guid>
		<description>Both models are good. I&#039;ve been in a couple long campaigns, and they&#039;re a lot of fun (though we tend to take breaks from them for DM sanity purposes). I&#039;m very proud of my currently level 14 Eladrin Warlord, who&#039;s fought his way up all the way from level 1. 

On the other hand, the best campaign I ever ran (at least by popular acclamation in our play group) was a 4-5 session mini-campaign I designed to wrap up 3.5 for us before we moved to 4e. Everyone got to be level 17 to start the campaign, with the backstory that they were adventurers who had saved this coastal city about 5 years ago and retired to be the lords of the city. They were basically playing your typical high level NPCs from Forgotten Realms or something like that, except they had to dust off their gear and get back into PC mode to save the city from a strange prophesied threat (ended up being the Tarrasque). :) Loads of fun, great character development, good story, lots of drama, and done in 5 sessions.</description>
		<content:encoded><![CDATA[<p>Both models are good. I&#8217;ve been in a couple long campaigns, and they&#8217;re a lot of fun (though we tend to take breaks from them for DM sanity purposes). I&#8217;m very proud of my currently level 14 Eladrin Warlord, who&#8217;s fought his way up all the way from level 1. </p>
<p>On the other hand, the best campaign I ever ran (at least by popular acclamation in our play group) was a 4-5 session mini-campaign I designed to wrap up 3.5 for us before we moved to 4e. Everyone got to be level 17 to start the campaign, with the backstory that they were adventurers who had saved this coastal city about 5 years ago and retired to be the lords of the city. They were basically playing your typical high level NPCs from Forgotten Realms or something like that, except they had to dust off their gear and get back into PC mode to save the city from a strange prophesied threat (ended up being the Tarrasque). <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Loads of fun, great character development, good story, lots of drama, and done in 5 sessions.</p>
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		<title>By: dwashba</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-69985</link>
		<dc:creator>dwashba</dc:creator>
		<pubDate>Thu, 25 Mar 2010 02:58:32 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-69985</guid>
		<description>I actually wrote about that today and its cool to see how our ideas differ and are still kind of the same any way check it out http://homeden.wordpress.com/
.-= dwashba&#180;s last blog ..&lt;a href=&quot;http://homeden.wordpress.com/2010/03/24/that-new-book/&quot; rel=&quot;nofollow&quot;&gt;That new book&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I actually wrote about that today and its cool to see how our ideas differ and are still kind of the same any way check it out <a href="http://homeden.wordpress.com/" rel="nofollow">http://homeden.wordpress.com/</a><br />
.-= dwashba&#180;s last blog ..<a href="http://homeden.wordpress.com/2010/03/24/that-new-book/" rel="nofollow">That new book</a> =-.</p>
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		<title>By: Joe Hall-Reppen</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-69981</link>
		<dc:creator>Joe Hall-Reppen</dc:creator>
		<pubDate>Wed, 24 Mar 2010 23:58:25 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-69981</guid>
		<description>I&#039;ve never had a problem with switching out characters.  Not sure why, but starting from scratch and then leveling up to max sounds fun but also unnecessary. Eventually, I think I would get tired of always being the fighter or the healer.  Some in my 3.5 DnD campaign like the familiar territory. One guy has never played anything except for a wizard type, at least for as long as I&#039;ve been playing with this group. He simply likes magic users and while he has several chances to switch, he never has. 

Myself, I like to switch all the time. I&#039;m becoming infamous for making my next character completely opposite of my previous one. For instance, I had a slow Dwarf Cleric, so when he died, I made a fast Cleric (party still needed a healer) who was more reluctant to rush into battle, a problem the Dwarf never had.  The only thing that is important is that I&#039;m having fun and that each character has their own personality, something that has worked perfectly thus far.

Luckily, my DM lets us switch whenever we want or whenever we die. Some factors like party needs or story importance may play a small role, but there is not much restrictions on what you can pick. As long as you fill a role adequately and can figure out a reason for your character to leave, you&#039;re fine.  We also have some turnover with players, which makes it interesting when new people and new PCs come in, but haven&#039;t had any difficulties creating a party.  The story remains the most important part, so you have to figure out how to make everything work in a dramatic sense. Thankfully, we all like to spend time daydreaming, especially the DM, so we usually have the changes made by the end of the session, if not 5 minutes after we come up with the idea. 

Lastly, we play in a high death campaign, which makes it easier too. My DM likes to kill characters and we like to kill monsters, so we have lots of changes in party. It helps to change ideas and relationships quickly, because you have to adjust to new people in the party every 3-4 sessions. One character survived for levels 1-6, which was impressive, since everyone else around the table had died at least once and some multiple times.  And while character death can be sad, it does help to liven things up, especially when we all create characters months in advance, or at least constantly throw out new ideas. I think everyone has their next character mapped out in their head, even though we haven&#039;t had anyone die yet. We all like to be prepared, I guess or else just really like making new characters and trying out new ideas.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve never had a problem with switching out characters.  Not sure why, but starting from scratch and then leveling up to max sounds fun but also unnecessary. Eventually, I think I would get tired of always being the fighter or the healer.  Some in my 3.5 DnD campaign like the familiar territory. One guy has never played anything except for a wizard type, at least for as long as I&#8217;ve been playing with this group. He simply likes magic users and while he has several chances to switch, he never has. </p>
<p>Myself, I like to switch all the time. I&#8217;m becoming infamous for making my next character completely opposite of my previous one. For instance, I had a slow Dwarf Cleric, so when he died, I made a fast Cleric (party still needed a healer) who was more reluctant to rush into battle, a problem the Dwarf never had.  The only thing that is important is that I&#8217;m having fun and that each character has their own personality, something that has worked perfectly thus far.</p>
<p>Luckily, my DM lets us switch whenever we want or whenever we die. Some factors like party needs or story importance may play a small role, but there is not much restrictions on what you can pick. As long as you fill a role adequately and can figure out a reason for your character to leave, you&#8217;re fine.  We also have some turnover with players, which makes it interesting when new people and new PCs come in, but haven&#8217;t had any difficulties creating a party.  The story remains the most important part, so you have to figure out how to make everything work in a dramatic sense. Thankfully, we all like to spend time daydreaming, especially the DM, so we usually have the changes made by the end of the session, if not 5 minutes after we come up with the idea. </p>
<p>Lastly, we play in a high death campaign, which makes it easier too. My DM likes to kill characters and we like to kill monsters, so we have lots of changes in party. It helps to change ideas and relationships quickly, because you have to adjust to new people in the party every 3-4 sessions. One character survived for levels 1-6, which was impressive, since everyone else around the table had died at least once and some multiple times.  And while character death can be sad, it does help to liven things up, especially when we all create characters months in advance, or at least constantly throw out new ideas. I think everyone has their next character mapped out in their head, even though we haven&#8217;t had anyone die yet. We all like to be prepared, I guess or else just really like making new characters and trying out new ideas.</p>
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		<title>By: Herb</title>
		<link>http://critical-hits.com/2010/03/24/the-short-epic-tale/#comment-69977</link>
		<dc:creator>Herb</dc:creator>
		<pubDate>Wed, 24 Mar 2010 23:19:06 +0000</pubDate>
		<guid isPermaLink="false">http://critical-hits.com/?p=12576#comment-69977</guid>
		<description>Interesting, but I&#039;m amazed at the people you know.

I know no one currently in a campaign over a year old except for one local Mutants &amp; Masterminds campaign I played in but dropped out of.

I&#039;d love to have the chance to belly up to the same table with the same characters for an AD&amp;D game from level 1 to level 20 some day.
.-= Herb&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/PlacesToGoPeopleToBe/~3/XtWP5YxCAg4/adding-luck-stat-to-classic-d.html&quot; rel=&quot;nofollow&quot;&gt;Adding a Luck Stat to Classic D&amp;D&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Interesting, but I&#8217;m amazed at the people you know.</p>
<p>I know no one currently in a campaign over a year old except for one local Mutants &amp; Masterminds campaign I played in but dropped out of.</p>
<p>I&#8217;d love to have the chance to belly up to the same table with the same characters for an AD&amp;D game from level 1 to level 20 some day.<br />
.-= Herb&#180;s last blog ..<a href="http://feedproxy.google.com/~r/PlacesToGoPeopleToBe/~3/XtWP5YxCAg4/adding-luck-stat-to-classic-d.html" rel="nofollow">Adding a Luck Stat to Classic D&amp;D</a> =-.</p>
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