- [Atlantis: The Second Age] The Long Game
- May 5th, 11:53
I am coming into the final two sessions of chapter 3 of my Atlantis campaign. That will take it over 20 sessions, which is my self defined threshold for a long campaign. I remain happy with the campaign and my sustained enthusiasm for it - the later being the key to an RPG campaign of any length IMO.
The campaign really feels like its built on the long game. This is something that I have never really experienced before as most of my campaigns have been between 6 to 20 sessions. I had almost been convinced that the concept was not appropriate for RPGing, and that focus should instead be on adding as much bang for your buck each session as possible.
Given I do very little forward prep for the campaign, and 95% of the campaign background comes from PC backgrounds, I have been letting character subplot and major plot developments happen at a natural pace. I don't finalise the details until necessary, though I remain consistent with all past decisions. This allows the campaign to accommodate the PCs actions whilst giving a sense that there is a coherent mass of plot developing away in the background.
By design, chapters 1 and 2 didn't really delve too deeply into these areas. Instead, it provided an immediate threat/adventure which forged the group and its path. However, chapters 3 and 4 have seen the spotlight turn on a single PC's background and issues, allowing us to fully explore that PC. My hope is that going forward, each PC will get a similar treatment. Admittedly, that may require another 2 or 3 years of play :) Not that the pace of the sessions is glacial. Far from it. But these developments take time alongside all of the other things that make up the campaign. Also, the natural pacing tends to really pay off when those developments occur.
In any case, I can easily see the campaign lasting the requisite length of time, and still have potential to be extended once we get through that. So, the long game seems worth the gamble.