I ran two short-lived campaigns in Garhlem, both of which ended for various reasons. One was a face-to-face game that involved players from different states. We didn’t meet often, so we had only about three sessions. The other campaign was played online via ScreenMonkey. This was before the days of Skype, so everything was chat-based. Suffice it to say, it was very slow. So, both of those campaigns had logistic obstacles, but, in both cases, lethality was the final campaign ender. It’s frustrating enough when your PC dies, but even more so when you seldom get to play and/or the play format (i.e., online) is sort of inherently frustrating to begin with.
I learned a couple things from these campaigns:
- Be upfront about the death rate in the campaign. If there is going to be a high body count, let your players know from the start. Then they can pass on the campaign from the get-go and irritation can be spared by one and all. I made sure to do this with my Rappan Athuk campaign.
- Seemingly small mechanic adjustments added for campaign flavor can come back to haunt you.
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