@MartinShadok Ça ne me choquerait pas, mais si le public est matheux, ne risque-t-il pas d'être particulièrement tatillon sur ce genre de point ?
@kensanata Thank you!
I made it using this icon set, available under CC BY-NC-SA:
@kensanata Well, truth be told, for this campaign we are actively discouraging guests from staying because the core group is at maximum capacity (6 people) and we would rather keep 2 rotating spots for players that would like to try the game out.
We play in a gaming club with a pool of about 80 players, so there is no shortage.
@kensanata This one has one colour per weekday (we use 10-days weeks with a French Republican calendar).
Here, I stacked every session on a single image, but a typical session map illustrating the players' recap is more readable:
@kensanata I think ending these campaigns was a good call, without any core player, or at least a rotating cast motivated enough to share notes, things invariably peters out. It's a good idea to start afresh with a new cast!
"Have you been running your campaign for a while? I have some questions!"
2½ years later and I'm still curious.
13. The party traveled more than 7000 kilometers in 10 months, they are exploring an area the size of Eurasia. On top of that, they spent a few days in space.
14. I’m mainly using the Ultraviolet Grasslands book, supplemented by various modules sprinkled here and there to flesh out some areas. As much as possible, I try to share the parts of my prep that are not covered by copyright.
12. The party destroyed a moon, a space station, a couple of dungeons and a few settlements, which had quite an immediate impact on the setting and the factions at play. Also, the apocalypse might be coming soon because of them. Besides that, huge swaths of the setting are in flux, and players are welcome to bring in more details regarding factions and concepts related to their character. Multiple countries, religions, and organizations got fleshed out this way.
10. The party once organized a wet t-shirt contest for biomechanical monstrosities thinking their nuclear-powered zerba could win, but they lost to a tentacled creature that ate another contestant.
11. The rules are pretty light. Action scenes changed a bit because we kept forgetting some rules, so we just dropped those. XP is now awarded by GM gut feeling rather than the precise rewards for each kind of discoveries set at the beginning. The list is still used as a guideline.
9. No classes, starting skills and occupation are random. Characters are however becoming specialized in various fields as they travel. The possessed barbarian woman picked up rudiments of castromancy. The machine hunter became an expert on biomechanical creatures. The revolutionary anarchist learned many languages to ease trade. The stage actor is now a mech pilot. The orphan is training to become a ruler. The inquisitor lost his faith and became a tactician.
8. The characters started at level 0, the ones with the most experience reached level 7 out of 9. When a new character is created mid-campaign, they start at level 1. Characters only get XP for sessions they take part in. XP is scaled so that reaching max level takes around 100 sessions. Sessions in which major discoveries are made, or new places are reached yield more experience than the others.
7. The main issue for new occasional players is that the plot is steadily growing in complexity as the campaign goes on. Travel sessions work well, but onboarding can be challenging when some events are unfolding that require knowledge of past adventures to fully grasp. When one of the core players moved away, his spot was quickly filled by an occasional player, but most occasional players are not recurring.
4. There are 6 to 8 players at the table at any given session, as well as me as GM.
5. Each player has 1 PC, and each PC is accompanied by one to three pets and followers, making for a party size of about 15 characters.
6. The campaign has 7 core players, one of which moved away, and a rotating cast of around 20 occasional players.
I have two long-running campaigns at the moment, I’ll answer separately for each.
Here is for my Ultraviolet Grasslands campaign:
1. We played 36 sessions, each about 4 hours long, for a total around 150 hours.
2. We have been playing for 2 years, since October 2020. Many of the players are teachers, so we play weekly during school holidays, and monthly the rest of the time.
3. We had COVID lockdown breaks, a few months at a time, picking the game back up was not an issue.
14. I used many setting books because they bring variety and new ideas to the content I come up with. The most prevalent were hot Springs Island, The Bone Marshes, and The Sprial Isles. I added many other smaller modules here and there to stock my hexes.
13. The parties explored about a dozen islands ranging from two to thirty hexes, each hex takes 4 hours to cross, but the distances are quite short since the terrain is hard to navigate due to jungles, bogs and such. I’m bad with areas, but it probably adds up to a couple of square kilometres? Areas explored are quite far apart however, due to inter-planar travel shenanigans.
12. The setting changed quite a bit. Due to players choices, entire land masses were created and destroyed, the balance of power between factions shifted multiple times. Right now, the main party is leading a revolution of penitent souls against the despotic mayor of the after-life.
As GM, I also added more content as the campaign unfolded: the party was initially exploring a single island, then the whole archipelago, before going inter-planar.
11. I have added new carousing options to the house-rules I made at the start but otherwise, no significant rule change happened during the campaign. I do write down house-rules, but not rulings.
The spin-off party made a pact with a demoness to enter a competition against their sworn enemy, a hemiplegic elven half-ghost necromancer, to win the favor of the goddess of hedonism and bad endings. Whoever can throw the best party Hell has ever seen wins. They have two months, and are now looking for the million gold pieces embezzled by the previous duke regent of hell to fund the event.
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