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Options for short campaign RPG's

ian_stagib

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I like the idea of the normal D&D campaigns and getting together with people to play them, or perhaps doing it over the net, but the length of commitment required for normal campaigns makes it hard to ensure everyone stays committed. What options are there for stories that can be completed within a few evenings?
 

AntonG

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Just run modules?

Either use pre-rolled characters or use the same characters again and again (they can work for a guild that contracts them for specific "missions")

A lot of time can be wasted on preparation - get everyone to sort out characters beforehand and give them the module pre-amble so everyone can prep and you can start as soon as they arrive.

We would also sort out supper beforehand so we would be able to sit and eat + start within minutes of everyone arriving.
 

SCHUMI4EVER

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There is a recent DnD CRPG which whilst isn't great might let you scratch that itch?

Edit: Nevermind. Sword Coast Legends is no more.
 
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SCHUMI4EVER

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By the way it's definitely not short, given the Pen and Paper version is a mutli-month game, but since digital perhaps one can save and resume as needed so it might interest you to know that Gloomhaven has entered early access on Steam.
 

merlin3001

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Sorry, quite late replying to this, but only say this section now.. ..anyway...

Echo what AntonG said. From a resources perspective, take a look at Tales from the Yawning Portal - plenty of smaller classic adventures there that have been converted to shiny new 5e D&D. The new Ghost of Saltmarsh book is also, by all accounts, a similar collection of shorter adventures that can be strung together into a single overriding campaign with only a little tinkering under the hood. Finally, from the official books, the second Waterdeep book (Dungeon of the Mad Mage) offers some quite neat dungeon levels that you can, with some work, adapt into a once-off adventure.

Another good resource is www.dmsguild.com plenty of well made adventures and resources available for fairly nominal amounts (well, slightly less nominal after the recent moves in the ZAR).

If you prefer homebrew, then perhaps consider a set-up based (very loosely) on 'West Marches' type of campaign. Have a central city with an adventurers guild and a notice board. All players roll up their characters beforehand and then get to 'read' the notice board a few days before you play. Those who are able to commit to the upcoming session(s) then chose one of the offered adventures (basically the old quest-giver noticeboard trope from CRPGs). Then, based on their choice, you prep up said adventure and run through it. Then a quick write-up of the adventure can be circled around the wider player group afterwards to keep everyone involved. This can work well if you have a fairly large number of players with limited individual commitment- since only a few at a time need to be involved in each separate adventure. It also allows a fairly ad-hoc timing of game sessions. Finally, if someone loses interest or can't commit anymore - it's fairly easy to slot them out and slot in a new player....
 

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