Running Short Campaigns

As something of a collector of RPGs, I’ve long since run out of time to play everything I want to play.  To compound this problem, I read a lot, and each book I read gives me ideas for new games that would be fun.  The result:  constant disappointment.

My solution is to start running a bunch of short games.  Some may be only one or two sessions.  Others may stretch out for a few months, but that’s it.

The Advantages

Beyond the obvious, the biggest benefit for a short campaign is that I don’t have to prep as much material.  I can focus on creating a single, strong story arc.  I don’t need to explore a whole setting, but can focus on a small part of it and bring it to life.

It’s also easier to find players, I find.  Some people don’t want to commit to a whole campaign, but they can find time for one or two sessions.  In truth, this is part of my cunning plan to make those who aren’t yet convinced about this whole roleplaying thing into full time RPG addicts like myself.

The Disadvantages

I lose depth.  Not only in storytelling, but in verisimilitude and character development.  Most of the games I have ahead of me are Savage Worlds, and I see few characters moving up to the higher ranks.  I may counter this by starting some games at a higher rank, or simply by dishing out more experience.

The other problem is that it usually won’t work.  I’ll start a game with full intention of only running for six weeks, and the next thing I know we’ll have played for two years.  I suppose that’s a problem I can live with, though.

Wrapping Up

I want to know if you’ve managed to run a gaming group like this for any length of time, of if you’ve always ended up settling on a single game.  Maybe you’ve learned some ancient Chinese technique to running several short games.  If so, please let me know in the comments.

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  • 77IM

    My group does the same thing; we tend to run short “campaign arcs” of 6-12 sessions. Here are two things you might try:

    1. Rotate GMs: This gives you a break between campaign arcs, and if the other GMs are eager to run their games then it can help stick to the shorter format (“Lets wrap up this story line so I can run my orbital-space-colony cyberpunk game!”).

    2. Anticipate a Return: After the campaign arc ends, that doesn't need to be the end — you can run future campaign arcs in the same setting, even as a continuation (“Season 2″). Of course, most of the time that won't happen, but knowing you might return to the setting and story can help you bring the current arc to a close and give the group a chance to try something new for a while.

  • http://www.apathygames.com Tyson J. Hayes

    I've played in many groups that either ran multiple games, or rotated GM's like your speaking about. The only reason I'm not a huge fan of this style of play is that if I'm not a huge fan of one GM's style it's hard to want to change to the other GM's.

    I will say the advantage is also if I'm getting tired of the same campaign type switching gears can be invigorating. Especially changing genres from something like deep fantasy to superheroes. That kind of change up will get me going back into roleplaying and excited to keep playing.

  • 77IM

    My group does the same thing; we tend to run short “campaign arcs” of 6-12 sessions. Here are two things you might try:

    1. Rotate GMs: This gives you a break between campaign arcs, and if the other GMs are eager to run their games then it can help stick to the shorter format (“Lets wrap up this story line so I can run my orbital-space-colony cyberpunk game!”).

    2. Anticipate a Return: After the campaign arc ends, that doesn't need to be the end — you can run future campaign arcs in the same setting, even as a continuation (“Season 2″). Of course, most of the time that won't happen, but knowing you might return to the setting and story can help you bring the current arc to a close and give the group a chance to try something new for a while.

  • http://www.apathygames.com Tyson J. Hayes

    I've played in many groups that either ran multiple games, or rotated GM's like your speaking about. The only reason I'm not a huge fan of this style of play is that if I'm not a huge fan of one GM's style it's hard to want to change to the other GM's.

    I will say the advantage is also if I'm getting tired of the same campaign type switching gears can be invigorating. Especially changing genres from something like deep fantasy to superheroes. That kind of change up will get me going back into roleplaying and excited to keep playing.