Day 9 of #RPGaDay covers a question I don't fully understand the justification for.
"What is a Good RPG to Play For About 10 Sessions?"
Is ten sessions the benchmark for successful campaign play? The completion of an over-arcing storyline? The goal to reach for long-term play?
Let's look at my actual plays that are posted on the blog:
And reviewing the list of RPGs on Wikipedia, outside of AD&D 2nd Edition, CoC, Hackmaster, and Savage Worlds, none of the metric crapload of RPGs I've played over the years have reached past four or five sessions in a campaign.
"What is a Good RPG to Play For About 10 Sessions?"
Is ten sessions the benchmark for successful campaign play? The completion of an over-arcing storyline? The goal to reach for long-term play?
Let's look at my actual plays that are posted on the blog:
- My Call of Cthulhu Campaign hit some major changes at session nine, with the characters moving from Coal Country to New York City. There's at least 31 more entries after that.
- My College 2nd Edition AD&D Campaign Ballad of the Pigeon God had a dramatic climax to the storyline in its tenth session. I'm still compiling the later episodes, but we've got at least fifty more sessions after that.
- And as a sub-directory from that, the special visit/conversion to Talislanta during that campaign last ten true sessions (#16-26, with the last episode to tie up the loose ends).
- My first Hackmaster campaign had most important storylines resolved (or outright ignored) by session ten, before getting wiped out in a TPK on session 12.
- My second Hackmaster campaign had a more sandbox feel to it... so session ten didn't seem to reach any important point in the campaign. On the other hand, no TPKs either.
- The Savage Worlds/Showdown Pulp campaign with the kids is set up by twelve episode "Seasons" that run overlapping storylines. I can see significant but definitely not epic character growth
And reviewing the list of RPGs on Wikipedia, outside of AD&D 2nd Edition, CoC, Hackmaster, and Savage Worlds, none of the metric crapload of RPGs I've played over the years have reached past four or five sessions in a campaign.
Day 9 of #RPGaDay covers a question I don't fully understand the justification for.
"What is a Good RPG to Play For About 10 Sessions?"
Is ten sessions the benchmark for successful campaign play? The completion of an over-arcing storyline? The goal to reach for long-term play?
Let's look at my actual plays that are posted on the blog:
And reviewing the list of RPGs on Wikipedia, outside of AD&D 2nd Edition, CoC, Hackmaster, and Savage Worlds, none of the metric crapload of RPGs I've played over the years have reached past four or five sessions in a campaign.
"What is a Good RPG to Play For About 10 Sessions?"
Is ten sessions the benchmark for successful campaign play? The completion of an over-arcing storyline? The goal to reach for long-term play?
Let's look at my actual plays that are posted on the blog:
- My Call of Cthulhu Campaign hit some major changes at session nine, with the characters moving from Coal Country to New York City. There's at least 31 more entries after that.
- My College 2nd Edition AD&D Campaign Ballad of the Pigeon God had a dramatic climax to the storyline in its tenth session. I'm still compiling the later episodes, but we've got at least fifty more sessions after that.
- And as a sub-directory from that, the special visit/conversion to Talislanta during that campaign last ten true sessions (#16-26, with the last episode to tie up the loose ends).
- My first Hackmaster campaign had most important storylines resolved (or outright ignored) by session ten, before getting wiped out in a TPK on session 12.
- My second Hackmaster campaign had a more sandbox feel to it... so session ten didn't seem to reach any important point in the campaign. On the other hand, no TPKs either.
- The Savage Worlds/Showdown Pulp campaign with the kids is set up by twelve episode "Seasons" that run overlapping storylines. I can see significant but definitely not epic character growth
And reviewing the list of RPGs on Wikipedia, outside of AD&D 2nd Edition, CoC, Hackmaster, and Savage Worlds, none of the metric crapload of RPGs I've played over the years have reached past four or five sessions in a campaign.
No comments:
Post a Comment