The Long And The Short Of It

By

Craig Oxbrow

Recently, a friend and regular Storyteller took a temporary contract in the United States, so among other things the game he runs will be suspended during his absence. Therefore, I may be running a game lasting less than three months. I see this as an opportunity to try something different.

I divide games into two lengths, the long and the short. I approach each differently, as each has its own advantages and disadvantages, opportunities and pitfalls.

The Long

By ‘long’, I mean a game that continues for several months, if not years of regular sessions. In construction, it can be as simple as a series of unconnected adventures, or as involved as a generational saga spanning centuries of game time, but it naturally concerns the players’ characters and their environment developing as time passes. It is a framework for a series of stories, rather than a single story.

A model I use when I intend to create an ongoing game is the TV series. It contains individual stories, continuing plotlines and subplots. The characters are created with the long term in mind, learning and developing over an extended period. The setting increases in depth and complexity with them. Ideally, a series should be able to draw in new audience members, and it is just as useful for a game lasting months or years to have a straightforward way of introducing new players.

When following this model I create a “series bible,” setting up the world, its conflicts, and possible positions for the players’ characters within it. Then I talk with the players about their characters and what they want to see in the game, discussing and developing personal storylines and background connections with them, and making sure that the characters fit together in some way. After all, they may be together a long time.

The concept of the “series” should suggest the structure of the party, but the specifics depend on the players and their characters. For example, in a police procedural where everyone plays a detective, has everyone worked together before or is someone new to the precinct in the “pilot” session? Who works together, who does not, and why? What are the officers’ home lives like? Does someone have commendations, or citations? Is there a case one of them never closed?

After setting up the position as the game begins, look ahead to how it may develop. Of course, the players’ characters will affect this, but consider what will happen if they do not change things. Then look to storylines, both extended and short-term. Ideally, you should have over half a dozen ideas for stories before you even begin to interweave the characters’ personal storylines.     

For players, the appeal of an ongoing game is that they can develop their characters and interact with the setting them over a long period, becoming highly familiar with each.

The Short

When you have a less open timeframe, you could simply run a short version of a series campaign, but I prefer to tailor short games to take advantage of their brevity. In fact, I will often run brief games even when there are no constraints on length, because the shorter form presents options not found in longer series; chances to explore aspects of setting that may not work at length, and to tell specific stories.

Instead of the TV series, look to films and novels. There are few diversions or standalone episodes, the characters are painted in broader strokes, and the plots are generally limited to a single storyline, however convoluted. I usually follow an episodic structure in short-term games, with each session building on the events of the last. Instead of starting with a  “bible,” I start with a story. The players will determine its final form, with the GM of course, but I have a beginning, general form and possible endings in mind before I set out.

For players, a mini-series presents an opportunity to try something different. A short game could be a break from a long-term series, and for Storytellers it is a chance to try a more offbeat plotline or setting, something that would lend itself to a long game.

A short series could continue, perhaps as an ongoing game for which the original story was the “pilot” or in sequels or even prequels, but games that really take advantage of their brevity may not be suited to this transition. Part of their appeal is their difference from long-running games.

For instance, a brief Marvel Super Heroes game I took part in revolved around a team being formed of individuals who would not normally work together to deal with a threat from space. Character conflict was much more significant than in normal games. While it could have served as the “pilot” for a long-term game, the group naturally parted when the threat was defeated, and the game ended as the story did.

Similarly, I once ran Vampire over a summer inspired by 1970s crime thrillers and set during the period, played for irony and black comedy. I could have continued it, but it would have been a stretch on the idea, and the joke would definitely have worn thin.

The Epic

Of course, the construction I suggest for short games does not necessarily have to be restricted to them. Planning a large game with a definite idea for a beginning, middle and ending could be the foundation of an epic, a long-running saga that forms a single story taking months or years to tell. Compared to a short game, obviously this allows the tale to develop at any pace, with side plots and distractions, before hitting full stride. It also brings the pros and cons of a long game. Familiarity with the setting really counts when the events of an epic storyline bear on it. For instance, in a chronicle ending in a great war, the players may have known the people and places endangered and destroyed for year of real time. On the other hand, the characters have to form a fairly cohesive group for a lengthy period. Also, the concerns of an ongoing game persist, as it can be difficult to bring in new players and characters partway through what is essentially one massive adventure.

The Natural Size

Many games on the market now are intended for long-term play, reflected in their breadth, depth, Storytelling advice and range of options available to characters as they learn and develop. Others are designed more for shorter series, and specialise in a unique and vibrant setting with a more limited shelf life. You can, of course, run either kind of game in any way, but it would be worth looking at the scope of the games in your collection. Perhaps one strikes you as the ideal setting for a game lasting only a season and ending decisively, while you could run another indefinitely with enough interest from players. Each has its own attractions and rewards, and so I feel that each should be explored.

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