Skip to main content

Games spanning years in-game

What would it be like to play in a campaign that spans several years in-game?

Leaves in different colors

I don't know about you, but most of my games take place over a couple of in game months, perhaps even less. We follow the characters quite linearly on their adventures. Perhaps there is a jump of a couple of months between some of the adventures, but nothing major. This creates a easy to follow story with a natural short-term character and world progression.

Recently I've been toying with the idea that between each adventure there is a gap of x number of years. Say 5 (or even 10!) years between each adventure. If I remember correctly the Pendragon RPG does something similar, and this post is loosely inspired by what I can remember from that game. You can find the Pendragon RPG over at chaosium.com

I think these jumps in time would create a totally different flow in the game. Characters would grow old, get apprentices and/or children. The slow change of the world would become more apparent. 

In turn, the threats or adventure hooks needs to be slower. Several major threats to a kingdom (or the world) during a year would defeat the purpose of this kind of structure. However, there are still plenty of cool adventures to be had! The GM can also foreshadow threats years in advance. For example the slow death of a forest, or a dungeon that is locked for 20 years.

Below is my take on this structure.

 

River with trees and mountains in the background

Adventures and Sessions: I distinguish between adventures and sessions here. An adventure is a journey or a quest the characters do in the world. A session is each time the players sit down and play the game. To benefit from this time-jump structure, a typical adventure should not be that many sessions. Perhaps 2 or 3 is good?

Characters: Each player creates a family, guild, or similar group of people. This is their pool of characters. For each adventure they select an existing characters or create a new one. Its nice if new characters are connected to the previously played character somehow. For example they could be the apprentice or son of the previous character. 

Jumps in time: Between each adventure, the GM and the players agree how many years they should jump ahead. I think 2, 5 and 10 years are some good options. Each player rolls on the table below, for every other year jumped ahead.

  • Two years, roll 1 time
  • Five years, roll 2 times
  • Ten years, roll 5 times

Each player interprets the results and relays to the other players what happens in these years. The GM then narrates or does the same for any other relevant factions. 


Yearly events (d66)
11. Heretics 31. Debts 51. Plunder
12. A good harvest 32. Wandering guardians 52. Drought
13. Cold winds 33. Bountiful winds 53. Wandering bards
14. New inhabitants 34. People are leaving 54. Monsters (1 or 2)
15. Gifts 35. Poverty 55. Expansion
16. Magic phenomenon 36. Undead 56. New friends
21. A bad harvest 41. Religious blooming 61. Revolution
22. Unusual offspring 42.Flood 62. Sickness
23. Warm winds 43. Riches 63. Wandering teachers
24. Refugees 44. Monsters (small gang) 64. Monsters (big gang)
25. Diplomats 45. Strife 65. Peace
26. Insect swarm 46. Discover a new resource 66. New enemies


The next adventure: When it's time for the next adventure, a council is held in-game. One of the players faction summons the other factions to a meeting. In this meeting they decide what problems to handle - if any. 

The players then relay what problem they want to tackle, and the GM prepares an adventure for it. Each player sends one of their characters for this adventure, and may spend any resources they have available to aid in the adventure. 

I want to test this for a future series of game. But what about you folks? Have you tried anything similar? Tell me about in the comments!

Credits: Top photo by Chris Lawton on Unsplash & Landscape photo by Bailey Zindel on Unsplash  

Comments

Popular posts from this blog

Me telling you about a horror one-shot I once ran

 Halloween is coming up, and I am a big fan of running seasonal one-shots. They both allow you to try new game systems, and also flex some muscles with new DMing techniques. Last Halloween I ran a western horror one-shot, using the Alien RPG game. And I loved it! I thought I could tell you about it. First up, mood is very important in Halloween games! We went all in. Low lights, candles, creepy western music (the Hateful Eight and Bone Tomahawk soundtracks are excellent for this). It was great! For the adventure itself, I retrofitted the example adventure from the Aliens rules: Chariot of the Gods. Yes, a sci-fi adventure run as a western. It was surprisingly easy, but a lot of things had to change from the original adventure. However, the Alien world is pretty much just a western in space with some added horror. The key ingredients in the Alien movies are: a remote location with no chance to call for help, an unknown and weird danger that hunts people, rivalry and betrayal within ...

Dungeon creation checklist

A checklist for creating dungeons in exciting locations This post was inspired this blogpost. I wanted to create a more generalized and high-level guide. So this is it. Here we go! What and where First, take some notes about what and where : Where is it placed? In a mountain, under water, under a castle, in an old forest What was it before? A temple, a tomb, a wizard's workshop, a prison Who lives here now? The main inhabitants. Goblins, wolves, bandits, a witch, nobody How many rooms are there? Around 5 is a good start. Are there more floors? Why should anyone travel there? Treasure? Knowledge? The entrance to something larger? Revenge? Does somebody there need help? Drawing Now is a good time to start sketching the dungeon map. I recommend you find a notepad. Flip to an clear double page. Draw the map on the left page, and write notes on the right page. That way you have everything in view when running the game. To the left you see some sample icons to illustrate different ...

Power tool generator

Need a silly or useless power tool? I got you covered!   Roll Medium + Type for a random power tool.   Medium - Roll d86 (d8 & d6) 11 - Air 31 - Die 51 - Sewing 71 - Hedge 12 - Alligator 32 - Disc 52 - Snow 72 - Impact 13 - Angle 33 - Floor 53 - Steel 73 - Jack 14 - Band 34 - Food 54 - String 74 - Joint 15 - Belt 35 - Pressure 55 - Table 75 - Jig 16 - Biscuit 36 - Radial arm 56 - Pneumatic 76 - Knitting 21 - Ceramic 41 - Hollow 61 - Vacuum 81 - Lawn 22 - Chain 42 - Orbital 62 - Wall 82 - Leaf 23 - Circular 43 - Reciprocating 63 - Washing 83 - Mitre 24 - Concrete 4...