RPGaDAY2015: Longest Campaign Played

I've only played in a handful of campaigns that you could call long-term; most end up being a handful of sessions, if that. While I've had somewhat better luck with Dungeon World, my longest campaigns have always randomly, rarely occurred with Dungeons & Dragons.

The first was one that we started waaay back in 2nd Edition Dungeons & Dragons, in which I played a fighter because frankly I didn't think it would last. But it did, chugging along into 3rd Edition for a time (we converted over...a shame fighters still sucked). Not sure how long, but we stopped before Revised Edition was released.

The second started in 3rd Edition, but I have no reference for how long it might have lasted. I just know that we got to 12th-level. I'd been trying my hand at a sphinx diviner, using a homebrewed monstrous class (I was really into Savage Species at the time), and some wizard specialist variants from Unearthed Arcana.

I already knew that forcing characters to burn XP to create magic items was bullshit (in part thanks to the flawed CR mechanic), but I did learn that diviners aren't really as interesting/useful as I'd hoped (despite DM assurances that he'd totally make sure to find a way to make them work). 

The longest, best-remembered one was Age of Worms. As I said in this post, the Wayne Reynolds art is what got me into it (and back into Dungeon). I remember seeing it and wondering what the hell it was all about, and then after doing some research ordering the entire stack of Dungeon magazines.

I set the campaign in Eberron, since I had every single 3rd Edition book and wanted to at least put some of them to use (I also ended up making several legacy weapons using Weapons of Legacy, which along with 4th Edition artifacts inspired the artifact system that Chris and I developed for some Dungeon World stuff).

The party consisted of a half-elf bard (that I think we retconned into a changling at some point, but I might be mistaking that for a 4E game), a kalashtar cleric/psychic-cleric something or other of Dol Arrah, a human [necromancer-class-from-Libris-Mortis], and a fighter-turned-warblade when Book of Nine Swords came out.

This campaign spanned some 14 levels: we'd just started The Spire of Long Shadows when 4th Edition came out, and everyone wanted to try that, so we canned the campaign and started a new one from scratch. We did first try converting our 3rd Edition characters over, but a lack of content—like psionics and the entire bard class—and experience with said content prevented a clean transition.

I've always wanted to finish the adventure path: we tried a few times using 4th Edition, and once using 3rd Edition (which lasted all of one session). A while back I considered trying it with Dungeon World, but I'm now going to use it for playtesting purposes once we have more free time to devote to our other, non-Dungeons & Delvers dungeon crawler game.

We've unleashed The Rakshasa upon Dungeon World.

Lichfield is available for public consumption. If you want a concise adventure with a Silent Hill feel, be sure to check it out! Primordial Machine is also out, so if you want to catch a glimpse of A Sundered World, now's your chance! Finally, we've updated If These Stones Could Scream.

The Dungeon World GM Screen is currently available in pdf and landscape insert formats. No matter which you choose, you get eight sets of pdfs that let you have access to the screen in both landscape and portrait orientation, in color or black and white, and with or without art.

We're waiting on the portrait inserts. Assuming they look good, they'll be available soon. They're now available.

Next up, mini screen!

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