The Long Game (Part I)
Created: 2025-05-03
Roleplaying is, at its heart, a social activity. It thrives on camaraderie, trust, and a shared sense of commitment to the game. You don’t need to begin a campaign with a table full of close friends – some of my longest-lasting campaigns began with strangers – but what matters is that friendships develop over time.
See in context at The Long Game (Part I)
Created: 2025-05-03
Especially in the early weeks of a campaign, nothing matters more than regular, dependable play.
See in context at The Long Game (Part I)
Created: 2025-05-03
Not every session will be exciting. Some will be slow, distracted, or even dull. That’s part of the process
See in context at The Long Game (Part I)
Created: 2025-05-03
In fact, the dull sessions are often forgotten entirely as the months and years go by. What remains instead are the high-water marks, those moments of triumph, disaster, or revelation that become the stuff of legend.
See in context at The Long Game (Part I)
Created: 2025-05-03
That’s all to the good. A long campaign is less like a novel and more like a sprawling oral history – messy, inconsistent, filled with odd detours and loose threads. It doesn’t need to be dramatically coherent or tightly plotted. In fact, I’d argue that concerns for such things are the road to campaign perdition.
See in context at The Long Game (Part I)
Created: 2025-05-03
But don’t get too attached to any of them. Players won’t bite on everything you throw at them and if you cling too tightly to a particular idea, you risk turning the game into a soliloquy rather than a conversation.