Image may be NSFW.So I recently reread my post from 2013 about maintaining momentum.
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Maintaining Momentum……for an entire year
It seems I was partially right and partially wrong. First, I’d like to say whatever happened, I made some good decisions. We have been able to not only maintain momentum for a year, but for 4! Actually four and a half, but who’s counting? When I wrote the article, the group was level 11 and immersed in the first part of a 3 part Tomb of Horrors remake. Since then I’ve had 2 (more) children, ran a full 1-20 level campaign in another ruleset, experimented with other DMs and multiple rulesets, brought in boyfriends of players, kicked players out, and had multiple great players come and go from the group. All while maintaining a pretty consistently fun game and 3 core players from the very beginning. The foundation. A good foundation is vital. We’re now level 18, back in that original campaign and have just completed part 2 of the Tomb of Horrors, once again exploring the core setting and advancing the storyline. Our game is as strong as ever.
Where I went wrong was in how I concluded to best introduce side story arcs that would advance character development in such a way as to entice the players without sidetracking the main arc. I’ve since learned that I’m simply unable to do it. I therefore had to rewrite the arc so that character stories drove it rather than interacted with it. Instead of offering a side quest to a love interest, the party needed to rescue a love interest. Instead of a side quest with a villain harassing the party as it sought to complete a main quest, the villain needed to take over the main quest and insert himself for them to defeat. Basically, my group doesn’t appear to want to have a complex narrative with characters weaving in and out of the main storyline, but wants those characters to BE the storyline. Fair enough. Lesson learned. I will make the adjustments and move forward. My grand ideas of a multi-threaded story arc can be put aside. Great games are not just the proper execution of the DM’s ideas. They are the stuff of the group, often unstated, but discernible with time and effort. As I’ve said before, don’t let your plans ruin a perfectly good game. I have said that many times. Usually in reference to a single session. Don’t let a plan derail the fun the group is having with unplanned material. But I’ve since realized it’s truth encompasses the long term campaign as well. Embrace the chaos.
My goal has always been to have fun by giving the players the game they would most enjoy. It has been humbling and educational and I’m thrilled by the opportunity. I’m constantly challenged to rethink my views on gaming, entertainment, and social interaction. Everyone is so different and viewing our table as a puzzle to solve for the enjoyment of all has been a true joy. I like to think I’m slowly but surely putting the correct pieces into place. Over time, giving each player in turn a chance to get that gratification of playing “their” game. That, in a nutshell, is “my” game.
Now, let’s see if we can stay on this horse for ANOTHER 4 years. Hell yeah.