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Re: [DL] Long term campaigns
Hmmmm.... That's interesting. It seems you feel a
need to have every session relate to every other
session in your campaign. We have an 'open-ended'
campaign going. In essance we will keep playing
Deadlands with the same characters until I run out of
ideas or every body moves away or everyone gets bored
with Deadlands and wants to play something else. The
way I accomplish this is thus:
I treat the whole game like a season of a TV show.
There is an overarching story arc to the whole
campaign but not every adventure relates to it. About
every 3 or 4 sessions focus on the main story arc.
Each character has a personal story arc and in every
adventure I try to include an element for 2 or 3
different character's personal story arcs. Everything
else is in essance an isolated adventure, like a one
off episode of a TV series.
Surprisingly I have a very low Kill rate in my group.
I don't know what I'm doing wrong. As far as I know I
follow the rules to the letter but my posse usually
survives without a scratch. But I'm very generous
with Fate Chips.
So, that's how I keep a long term campaign going.
Oh, if you're curious to see this in action check out
my web-page and you'll see the story arcs progressing
on both the storyline sub-page and the characters
sub-page.
http://www.geocities.com/devil_bunnys/deadlands.html
Jesse
--- Allan Seyberth <darious@darious.com> wrote:
> How to keep a long term posse interested. . .
>
> I don't know. The best I could think of is to delay
> it ending for a long
> long time.
>
> My concept is to have a two long term campaigns.
> The first one is to be
> one where the posse discovers a dark and horrible
> organization that is
> spreading fear and terror throughout America. I
> made one up that is
> outside of PEG canon - that way the posse can rip it
> down without
> digressing too much from the published material.
> This organization has 13 cells operating in all
> locations of the
> country. That way I can have a reason for the posse
> to travel everywhere
> and experience all the flavors of the DL setting.
> Once/if the 13 cells are
> destroyed, then the posse gets their "title-shot"
> and as to go after the
> central figure. Along the way there will be red
> herrings, counter-attacks
> and fake uber-evil leaders to keep the cycle of
> suspense and release going.
>
> Now we get theoretical.
> Phase Two
> Then I was thinking of a second campaign, only this
> time the characters -
> proven warriors of great renown - take place in the
> greater events of the
> DL setting. This is where I wreck DL canon all over
> the place. Here the
> characters are movers and shakers and have
> significance. Bring Deseret
> into the Union? Go for it. Help Dixie Rails get to
> California first -
> have fun. Stop Santa Anna? There he is.
> This segment I would envision starting off with
> Stone capping off one the
> main characters. . . and when things get stale the
> characters hunt down and
> dispatch Stone. The ultimate title-shot as it were.
> Not that it would be
> easy - the best compliment that I think that I ever
> got from my players is
> that I play my villians intelligently.
>
> Phase three
> Assuming that the posse 'spatches Stone, then it's
> time for a little
> Autherian Avalon action. These heroes of soon to be
> mythical legend are
> recruited to go. . . you guessed it. . . into the
> Wasted West. Help us Obi
> Wan, you're our only hope.
> In the Wasted West they learn that humanity has
> squandered the chance that
> the posse has earned it, but has not forgotten what
> the posse has done and
> indeed they now have an almost Autherian reputation.
> The posse has to deal with the much greater power
> levels, the fact that
> they are completely unfamiliar with "common"
> technology, and sometimes they
> have to battle the effects of their reputation -
> after all - the very fact
> that they, ahem, THEY walk the earth again gives
> hope to all humanity,
> making them target number one for the forces of the
> Reckoners. And for the
> problems with hero worship, and for the way that
> people will come to rely
> on the posse instead of themselves, etc. etc.
>
> One minor spoiler here.
>
> And. Stone number 2 is still out there. Only this
> time he's had several
> hundred more years of experience. :->
>
> BUT
> If the Deadlands posse fails to kill Stone, meaning
> that I've killed all of
> them instead. (And I would be trying my damndest)
> I'll still break out the
> Hell on Earth books and say "because you failed to
> stop Stone, this is what
> the world turns into. Let's roll up some new
> characters."
> :)
>
> And, even better, Stone still awaits.
>
> For me, this is the longest I could conceivably
> extend an ongoing game. It
> just wouldn't feel right to move the location a
> third time into the Lost
> Colony setting.
>
>
>
> To unsubscribe, send a message to esquire@gamerz.net
> with
> unsubscribe deadlands
> as the BODY of the message. The SUBJECT is ignored.
>
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