Posted: Tue Oct 24, 2006 8:45 am
I think it would be worthwhile to have a seminar on "Epic Campaigns," as I've seen a lot of people here talking about how much they enjoy those, but how hard it is to do.
The things required of a massive, long term (as in years of real time) campaign are different than those required of a one shot or short term games, and are, I think, incredibly valuable.
If that seems too narrow a topic (which I doubt, as it is massive in scope), it could be blended with discussion of types of campaigns in general, and how to link multiple adventures together with solid plot development, recurring villains, character flaws, and world events.
A good analogy for those new to the concept of the epic game is a television series.
A single "game" is like a single episode of a TV series. It stands alone with its own little plot, but it's really not enough to change the world. If the characters are well written and the story engaging, it will leave you wanting more, because things just don't seem finished.
A campaign is like a whole season of episodes, each interconnected to allow long term progress towards an ultimate goal, while achieving smaller victories along the way pointing towards the final showdown. Plots introduced early have time to simmer and come to a boil at their leisure, and a good product will leave you satisfied, ready for whatever may be next.
An epic campaign is the entire run of a successful show, over many seasons. It has many major goals, and several distinct landmark events that shaped all things to come thereafter. Moments from the past can spring up any time, and the character's physical, mental, and emotional development follows a complete arc, from beginner to master, Elements are powerful by themselves, but combined it is something far greater than the sum of its parts. At the termination, the final conclusion, there should be a feeling of completion, a feeling that however incredible the experience was, it has served its purpose, and earned its retirement. One can happily let it rest, and return to reruns over the years to relive favorite moments.
The things required of a massive, long term (as in years of real time) campaign are different than those required of a one shot or short term games, and are, I think, incredibly valuable.
If that seems too narrow a topic (which I doubt, as it is massive in scope), it could be blended with discussion of types of campaigns in general, and how to link multiple adventures together with solid plot development, recurring villains, character flaws, and world events.
A good analogy for those new to the concept of the epic game is a television series.
A single "game" is like a single episode of a TV series. It stands alone with its own little plot, but it's really not enough to change the world. If the characters are well written and the story engaging, it will leave you wanting more, because things just don't seem finished.
A campaign is like a whole season of episodes, each interconnected to allow long term progress towards an ultimate goal, while achieving smaller victories along the way pointing towards the final showdown. Plots introduced early have time to simmer and come to a boil at their leisure, and a good product will leave you satisfied, ready for whatever may be next.
An epic campaign is the entire run of a successful show, over many seasons. It has many major goals, and several distinct landmark events that shaped all things to come thereafter. Moments from the past can spring up any time, and the character's physical, mental, and emotional development follows a complete arc, from beginner to master, Elements are powerful by themselves, but combined it is something far greater than the sum of its parts. At the termination, the final conclusion, there should be a feeling of completion, a feeling that however incredible the experience was, it has served its purpose, and earned its retirement. One can happily let it rest, and return to reruns over the years to relive favorite moments.