Friday, May 2, 2008

Maybe give TMNT another go

So my current campaign is winding down after over a year, good times. Only two more chapters left (I'm thinking anywhere between 3 and 9 sessions, most likely 7). Secret to a successful long running campaign? A published campaign with a definite end. Makes it a lot easier to soldier through the rough spots.

Unless I intend on playing Paizo adventure paths for the rest of my life, gonna have to learn how to start and then continue a campaign for longer than three sessions. That's pretty tough.

Here's some ideas for what to do when the campaign ends;

Take a break (little risky, might be hard to get back in the groove)

Ask someone else to run (Rise of the Runelords anyone? Castles and Crusades?)

Run or play (or both) 4e when it comes out

Play a chain of three session rpg miniseries, with rotating games and gms, with beer + pretzel games thrown in every once and a while

Try to run a superhero game (whole big can of worms there, from what I understand, there is no such thing as a good superhero system)


Infamous Jum said...

I know Lori wants to run Rise of the Runelords, and I had run the idea past her of running a one-shot Castles and Crusades adventure in between. Theres so many games I'd like to try out, if only I could cram a 4th gaming day into my week somehow.

I ran TMNT for some highschool friends for almost 2 years and it was crazy. Just a bunch of gun-toting mutant animals, fighting gun-toting Mouser robots and cloned super genius hamsters. Also, Muppets were involved.

skeleri said...

Sounds good, guess we'll just roll with that then. Is Lori planning on having any of the players from your other two games in her campaign?