Tuesday, August 8, 2017

RPGaDay 2017 #9

Question # 9 

What is a good RPG to play for about 10 sessions?

I’m getting this feeling that these questions are really for more committed role-players – people that play a lot more role-playing games than me – play more regularly, play longer sessions, run longer campaigns, try out more games… Who has time to try out multiple game systems and play multiple campaigns of varying lengths and all recently enough to REMEMBER to be able to say which of them is best for 10 sessions.

Other than games I played in high school (30 years ago!?) I can’t think of many games that I’ve run that have lasted more than 10 sessions. Oh, for about a decade and a half I had a regular weekly game night (about 2001-2015). Most of which was, in theory, role-playing. but most campaigns probably went about 10 sessions. 10 sessions would end up being more like 3-4 months though, because sessions were cancelled or we played something else one night because not enough people showed up Very few of them I felt were brought to a satisfactory conclusion, they just fizzled out (players didn't show up regularly enough to keep any sort of continuity in the story line) or I just had a new idea! 

Though now that I think about it, many of the games we played in high school never lasted that long. I definitely played more regularly and there were a few longer running campaigns. but more often that not I’d get a new game, we'd make some characters, play a couple of sessions… then there would be another game someone wanted to try out… Though I have a slightly longer attention span and an ability to commit to things, I’ve found it harder as an adult to keep games going – players just aren’t as committed because, you know… they have lives beyond gaming… people have other hobbies and commitments…

I guess in theory, I think most COULD go that long – with a few exceptions – stuff like Kobolds Ate My Baby might be challenging to keep going that long… but then again, depending on the group, maybe it would.

The Masks of Nyarlathotep campaign Bruce ran was about 16 or 17 sessions. We’ve been playing Thule for about that many now as well. I don’t think they could have been brought to a satisfactory conclusion in fewer sessions so… Not those…

Hmmmmm... Now that I'm thinking about it, I think it has more to do with the gaming group - their availability and style of play - that determines a "good length" than a particular game system or setting. 

I would be curious to know if the people coming up with these questions think 10 sessions is a long or a short campaign?

I think a lot of miniature skirmish campaigns would be suited to about 10 sessions...? 


  1. Hi Tim,

    We are about to finish the Forstgrave Liche campaign within my gaming group (10 games + a few side 1vs1 night).
    2 of the 4 players begin to be a bit tired and are looking forward to a new campaign (probably with Saga).
    In conclusion, I think 10 is a maximum to keep everybody onboard.
    Have a nice day,

    1. I'm glad I'm not the only one whose campaigns wind down after 10 sessions. I love the idea of a forever campaign - on that just goes on and on... but I just can't see it happening. Especially in a competitive miniatures campaign.

  2. My high school games were a flurry of one-shots for different systems, some GURPS Flavor of the Week, and the required giant pile of D&D/AD&D.

    Ten games of Mordheim and 'Munda could make some significant disparities between warbands/gangs. I just remember needing to schedule special groups events for my store campaigns to keep tbe lesser teams interested before we launched the next one.

    1. Right! I've played in (and/or organized) a few store leagues/campaigns and the best ones ran about 3 months - 10 weeks of regular play, one week where some sort of "finals" would be played, then a week or two break until the next one (theoretically to give everyone some time to start painting models for their NEW army/warband/etc...).