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.
Pingback: Tweets that mention Running Short Campaigns | Apathy Games -- Topsy.com