Board gamers and card gamers have it so easy: they show up, play a
few hours, and when they are done it gets packed up and you don't think about
it again --at all-- until you feel like playing again. And if you never feel
like playing again? Well there's no great, personal commitment beyond the
moment (and the initial cash to buy the game/cards) so hey, no big deal!
RPGs are not like this at all,
of course. They demand almost as much time when you are not playing as when you
are. To get the most out of an RPG you need to play it, a lot, and you need to
spend a lot of time prepping for it, learning its nuances, and then teasing
those out of the game, possibly over dozens of games.
I run in to this constant
problem as a GM. How to apportion my time to gaming? There's a general feeling,
at least partially perpetuated by my own style of gaming, that an RPG campaign
needs to be Big and Long and other verbs such as protracted, extended, eternal,
etc. RPGs demand a lot of time, and feel like you aren't getting your buck's
worth unless you then dedicate much of your free time to them.
This is partially due to the
game of choice for most sessions: D&D 5E and it's cohorts (from
Pathfinder and Starfinder to pretty much every iteration of D&D,
ever*), which tend to encourage long campaigns so you can get from level 1 to
level 10, 15, or maybe even 20. These games ask of the player and GM that you
stick with the characters for a long time, see them grow, develop, and expand
in to the Big Damn Heroes from their roots as wanderlusted nothings. At best
there are some variations of D&D such as 13th Age which contort the
campaign into a more bite-sized option, with the best iteration being 13th
Age's optional "1 level/1 session" campaign model in which you streak
through ten levels of play over ten sessions of gaming. It feels rushed and
artificial, but it also accomplishes something important: it provides
"mechanical closure" as well as plot closure to a storyline in the
campaign, by both giving the group ten levels to play through and encouraging
the GM to pace the game to last those ten sessions of play.
Recently I hit the level cap in
Tom Clancy's The Division, a computer game which lets you level your
post-apocalyptic Division Agent through to level 30 in a story campaign, after
which you are then unleashed on the world in a level-free environment that
ironically is loaded with secondary leveling mechanics for different types of
missions as well as your "gear score" which is a bit like the ultimate
leveling system since there's always better gear to get. Some other games, such
as Guild Wars 2, also do this: provide a structured leveling experience through
a story/campaign mode, then at the end it explodes wide open in the so-called
"endgame" content. The idea is that the story mode meets the
traditional game qualifiers, but the endgame content is where the hardcore come
to play, and the publisher and developer of the game tries to monetize the game
for the hardcore to keep playing and paying.
In tabletop terms, I think it's
interesting that we don't really see any game try to structure itself like
this. Leveling up can be a long, drawn out process in many RPGs, and RPGs that
look at the subject differently do so not by making the leveling process the
"opening act" followed by a post-level-up endgame, but rather the
alternatives eschew level mechanics entirely, or better yet focus on tighter,
shorter campaign experiences with advancement rules there primarily as a minor
extra perk. FATE Core for example is an excellent example of an extreme
alternative to classic D&D leveling mechanics. You don't really need to
level up at all in FATE, though it does provide rules for advancement, and in
fact it seems that a great many FATE gamers are accustomed to short story
structures in their gaming: advancement is incidental to the goal, which is a
short campaign experience.
I've been running lots of Call
of Cthulhu lately, and as a BRP system CoC does have some advancement mechanics
(skill gains), but the net effect of skill gains is slow and over time; the
real enjoyment comes from the prolonged experience of the campaign scenarios
themselves. The fact that I've kept up a coherent campaign in Call of Cthulhu
for close to eight months now shocks me, honestly....and it's thankfully
because the story itself is so engaging. But this is in some ways the exception
to the rule. I do feel that the fact that "mechanical advancement" is
so nominal/secondary in CoC actually helps make the long campaign more
interesting, because nothing that happens in the campaign feels like it needs
to be there to promote artificial level advancement. The thematic core of the
game opposes this style of play as relevant to the experience....so as a
result, players don't need the feel of "mechanical closure" to
appreciate the game itself.
All of this has been a lot of
rambling discussion to get to my core problem with this model: I don't actually
get to play the games and scenarios I want most of the time, because every time
I start something it's essentially designed to accommodate the "long
campaign model" of play and the level mechanics of the system usually
encourage that it function this way, otherwise it feels like you're not really
getting the most out of the system. This is in contrast to, ironically, the
other long term campaign I have where leveling is not such an issue but the
campaign itself is sufficiently rewarding that everyone is happy with it
without the feeling that you're missing out if you don't play for dozens of
sessions to level up.
Back in the old days, I
designed some of my best campaigns around 10-12 session story arcs designed to
run through a single semester when I was in college, with the idea that I never
knew if I'd have the same players the following semester. A side effect of this
was that most of the AD&D 2E games lasted for maybe 5-6 levels of play
(we'd start with a specific level and everyone would level up every other
session or so) but the campaign would have a very satisfying conclusion.
Characters could continue on a future campaign, absolutely....but that would be
a new story arc, lasting 10-12 games, with another satisfying conclusion. And
so on and so forth.
These days, I kind of feel like
what I need right now is the opportunity to play more games with less dedicated
time and effort to get payoff. I'd like to try a campaign of Symbaroum for 3-5
games, just to see how it is. I'd like to run some scenarios for Conan RPG
without feeling like I have to commit for six months or more to get it done.
I'd like to run another ten-session arc in 13th Age down the road, or take that
model and apply it to D&D 5E. Just to see how that feels. I'm kind of
doing that in my current D&D game right now...so far everyone has done
enough to gain a level per session, but admittedly they all started at level 1
and the first 2-3 levels in D&D go by quickly if you're busy.
The downside of this model is
that some of the really interesting emergent gameplay and RP that pops out
after very long campaign sessions might not come to pass. But then, the
opposite also applies: the sort of intensity and focus a tighter scenario or
campaign run with a deliberate aim toward brevity can lead to sessions where
players will behave very differently than if they think they're in for the long
haul.
I'll wrap my planned 10-game
D&D run and see how it goes, then maybe propose some shorter, more
focused games later this year. We'll see how (or if) that goes over.....for me,
I'm just hoping that I can find that particular beat and rhythm I need to
really enjoy the gaming. I'm getting it in spades right now with CoC on
Saturday, now if I can only find that extra something to make Wednesday great
as well....maybe my instincts at the start of 2018 are right, and I really do
need to give D&D a break for a while, focus on other games and/or
genres.
*OSR and old school games are
different, though. There's a fundamental shift in how an RPG feels when played
out over time when you adapt old school sensibilities which actually makes
long-term play more comfortable and interesting (and also simultaneously making you feel like you get more out of each session)....but more on that in a future
column!
I have trouble running long campaigns. I and my players tend to like a bit of variety in genre so we end up with a lot of two to three game arcs before switching to other times/genres. We enjoy it so it has not been an issue.
ReplyDeleteI envy you!
DeleteMy players game for about anything I want to do. I am blessed.
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