August 13: What makes a successful campaign?
This is a doozy. In my thirty or so years of gaming, I can probably count completed campaigns on one hand. It's happened to me with several groups both at the live table and online. We play many episodes that build and build. Our characters continue to grow and we get used to them, but then something happens. I'll list some of the things that have stopped our campaigns: players moving, players getting married, players having a new baby,players having a long term illness, player's loved one with a long term illness, player's loved one passing, player passing--that's a campaign killer for sure--, having a new edition come out, having a new game system come out, general boredom with campaign or current characters, the odd TPK that nobody wants to come back from (although technically that did complete the campaign), work/school schedules changing, longer than expected hiatuses (holidays and vacations), and another biggie--inconsistent players.
I've come to the realization--at least for me and my groups--that as long as everybody is having a good time in the process that it really doesn't matter if we 'complete' a campaign with a beginning, middle and end. I look at my games as multiple one-shots. I do try to keep a consistent plot that connects everything, but if we end before that plot is completed, it really doesn't hurt anything. I seem to be dodging so I'll make a quick list for a successful campaign:
1. Consistent Players--most of the ups and downs of real life that I mentioned can be weathered with enough planning and compromise. Sometimes that compromise is leaving the campaign, but that's better than being flaky. Keep the communication open at all times, and don't even start up if you know that your schedule will constantly conflict with game times. Most groups are okay with having a one-shot pallet cleanser from time to time if you just ask. Getting to play once a month is better than not playing.
2.Game System/Game Setting--The best campaigns are the ones where both the players and the DM/GM are in agreement on which game that they want to play. If the players hate westerns or if the DM is clueless about running 13th Age it may not be the best system/setting to play. Again, I'm a fan of the one-shot/multi-shot pallet cleanser. It's fun to play new systems/settings as a break from the main campaign. RPGs aren't exclusively D&D or Medieval Fantasy y'know...give the new ones and old ones a chance. Just make sure the main campaign is a system/setting that everyone will enjoy playing. A good 'session zero' is essential.
3.Venue--Like the best sessions question from earlier. There must be a good place to play with little distractions. If you want to play, then be there in body and spirit to play. If you want to come over and watch movies and eat, then that's good too, but let's all agree for it. In as much as we can we should try to play through each session so that the story can move forward. If you are in an online campaign try to have a good connection if at all possible, and treat everyone as if you were at a live table. I've found the flakiest players online--of course some of those guys are no nothing high school kids, so I'll let it slide. If it comes between playing with us or going out on a date...take the date...but at least give a notice :)
4.Management--Usually a DM job, but not always. This is a wide net that encompasses all of the items I listed above and below. Known hiatuses should be taken into consideration. I play primarily with fellow teachers and college students. We know when winter/spring/summer breaks and holidays are coming, so we plan our games accordingly. When the break ends, the DM needs to start reigning the players back in too. I hate hiatuses from the game...I'm fine with long hiatuses from work. If there are true problem players--like that total racist dude we encountered--then DM really has to step up and address that problem one way or another. Usually, the quicker the better. If fatigue is setting in then the DM may want to delegate authority or let one of the other players run a session or two--yeah, my pallet cleanser again. DM is like the quarterback of the campaign...right or wrong he's the man...and traditionally you are playing at his house with his stuff anyway. As adult players behavior is usually a non-issue, we don't have enough time to act like assclowns, and we've been around long enough to know not to get kicked out of a group because there aren't that many groups around.
5.Fun--Just to repeat the most important factor is that everybody--including the DM--has fun. Personally, if the players aren't having fun in my campaign I like to know. Nobody wants to sit around bored. Sometimes a setting or a campaign just doesn't click the way you thought. Sometimes a preset module becomes a slog and you have to end things prematurely or find some other way to freshen things up. There is nothing wrong with that in the least. For the most part even the youngest players these days have only so long that they can play. We've made the choice to play with each other so we had better make it the best time that we can. Make it fun and keep it light.
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