I don't worry about it personally - though I think that's a common way for campaigns to end. The key is to figure out how long it takes before you lose interest in your own milieu and aim to run a week less than that. Or find a way to transition to a different part of the setting - have the PCs retire characters, maybe - to somewhere else that gets the juices flowing again. Keep it fresh, my man! :-)
Remember that Ultima game I made? https://stevemangames.blogspot.com/2023/01/i-made-game-in-48-hours.html I went back to it and filled in a lot of the gaps and made it into about as close to a complete game as I can (since I have no idea how to write a GM section and didn't want to sit down and fully detail the settong of Ultima 3 through 5). Here it is https://www.mediafire.com/file/om5y7gbaahzi1vs/Ultima_TRPG.pdf/file It's not the best thing since sliced milk, but it is a good game. More of a game than Mork Borg that for sure. also an art wip the blocking sketch of some fanart of the intro scene from U5
Downtime Rules In mission-based games, where each adventure doesn’t directly follow into the next, the heroes will need something to do in between each mission. This is downtime, which by definition is uneventful, so you need a list of things the characters can do. Of course this assumes the character is working to maintain their lifestyle, however, depending on the length of the downtime; usually one per week, the characters may also perform a downtime activity. Downtime Activities During each week of downtime where you are not resting to heal, you may perform one of the following downtime activities. The nature of where the downtime takes place may limit certain activities. The Downtime Check Most downtime activities use an average difficulty skill check (what that means varies by game, so just know your ruleset and adjust accordingly), but the can be anything you and he referee feels best fits how your character would go about it, and the difficulty can vary depending on where...
Are you playing one of those mainstream roleplaying adventure games that seem to have forgotten that dungeons are more than just guided tour from one encounter to the next? Are you too in love with your system's character creation to give it up? If so, how about a system agnostic dungeon crawling system that can work with almost anything... those narrative heavy games that have whole scenes of conflict turn on a single dice pool might not work here but basically anything else can. Dungeon Crawling The term dungeon itself typically refers to monster-filled cave networks and subterranean constructs. However, it can really be used to refer to any hostile location. The ruins of a demon’s fortress-castle is just as much of a dungeon as a dragon’s lair. Overland movement is a less stressful affair, however. Britannia is a populated, well known, and well mapped continent, and as such, overland travel isn’t much of a risk so long as you have the rations to survive. These rules can be us...
I don't worry about it personally - though I think that's a common way for campaigns to end. The key is to figure out how long it takes before you lose interest in your own milieu and aim to run a week less than that. Or find a way to transition to a different part of the setting - have the PCs retire characters, maybe - to somewhere else that gets the juices flowing again.
ReplyDeleteKeep it fresh, my man!
:-)