Why I Run Short Campaigns
I don’t think that I will ever get into Dungeon mastering or game mastering for a really long campaign. I’ve listened to podcasts that their campaign has been running for two years or read about some people that have played in campaigns for over four years.
Holy shit…That is forever in my RPG dog years! My group meet some what consistently on a bi-weekly basis and if we would ever attempt a two year campaign it would stretch out for four years. I really like the idea of shorter campaigns because I can make a story arc in a world and just play out a nice story and move on. I feel three to four nights of playing will get my story told and have a decent closure to it.
The way that my group plays is we share GM duties and each person runs their storyline and then the next person takes their turn running another game. As long as I have been with them, we really haven’t touch on the same type of game more than once or twice. Thinking Ray and Bob both ran a Boot Hill game. We each run our type of games. I am enjoying this sort of progression because it lets my limited imagination start to flourish and think of other things that I could run or play in the future. With us being adults (we may not act like it), we have real life to live as well so I can’t imagine anyone of us wanted to get bogged down with two year campaign when there is so many other things to explore.
However, I want to say that at some point, we could more than likely pick those characters back up and drop them into a follow on story. After finishing my pirate campaign, I’m looking at picking that game back up next year sometime and see how the relationship between Beautiful James and Julie has grown, but I have several other stops that I’d like to make before that.
I am just enjoying the ride as I go now, stopping to smell the roses as I go.








