I don't understand. You can use any ttrpg for a long-term campaign. You just need to not be a lil bitch.
I don't understand. You can use any ttrpg for a long-term campaign. You just need to not be a lil bitch.
I'm in agreement. It might take some extra work, but sure, absolutely if you and your group want to. You could absolutely do a Honey Heist 'campaign' about bears raiding some kind of world-wide honey syndicate, perhaps run by someone named Elon Muskrat.
Listen I will absolutely get the "Eat raw mantis shrimp cold on a wednesday without using my teeth 37" skill if the Roll For Shoes campeign goes long enough
This is why we're friends hahaha
But what if you want to play a long term campaign of "Lil Bitches"?!
Pugmire!
Goddammit, Emily
but why do something intuitive and simple like mod Honey Heist when you could spend three years authoring your own ttrpg hack amirite
I feel this in my bones π
If people can run campaigns in RIfts, they can run a campaign in anything.
Ok wait are we gonna disagree for the first time ever about TTRPGs?
Oooh, a domestic spat! Played out in the public eye, no less! Scandalous!
I strongly believe with enough creativity, pacing, and willingness from your group. It can be done. People mod the shit out of dnd all the time. Why not tweak something like Honey Heist a little and get 15 sessions out of it? (Actually thatd be hilarious π)
I think the ONE THING that a game like Honey Heist is missing is a deep well of meaningful character changes that take place, mechanically, over time. Sure, you could graft on that system. But that's just a different game? (Daggerheart has a BETTER system for this than D&D, fwiw.)
I love rewards systems, but mechanical changes are not required for an interesting long term game GIT GUD!!! (This is me trying to be your antagonist)
Yep. Everway v1 worked fine for longish campaigns without any mechanical changes to characters. Keep rough track of the PCs ambitions, dangling plots left behind, and boons earned. At most, grant new specialty slots, but 20 points is fine for a starting character and an experienced one.
I mean, I probably would mod Honey Heist if running it as a long-term campaign, but that's because by defailt it -isn't- static, but is focused on short term character changes with an intent of producing an endgame when the character swings one way or another.
So, for a longer term honey heist game, maybe split "real" bear/criminal and session bear/criminal. When you go all one way, your character loses control for a bit and becomes part of the narrative, and next session you get the character back but the "real" bear/criminal score has shifted one step.
There it is. All it takes is a couple seconds of thought and you've created something really interesting!
IKR? Hacking (and game design in general) continues to be fun. I admit that the trick of "take a mechanic, and extend it by one step" is a lazy pattern which I've used multiple times--hell, I used it in @drcpunk.bsky.social's an my REIGN hack for how to build longer random plots. But it's so good.
People like those changes but the old Marvel FASERIP system proved you donβt need character advancement to play long campaigns. (Technically, you could advance but it was incredibly difficult)
They may be a lack of 'leveling up' or mechanical growth in some ttrpgs sure. But again -with a little homebrew- you could work with your group to create extra/new abilities if that's what you need to feel some progression other than just a narrative one.
This is so funny to me because of how much I agonized over how to do narrative progression for Fortune Favors Dice so that it could be taken out for a 12 session spin
I think it matters!! Game design shouldnβt be solely left to the table!!!!!
I agree. But if you love a game and the characters you've brought to it -with a little creativity- you can give it longevity. If that game has ways to do that already then win win!
Also, letβs call back into question the intrinsic GOAL of a multi-year campaign! Play many games! Play them for the (approximate) length for which they were designed! Anyway you get it.