campaign modules drag on, run episodic games instead
Yo. Before I begin, this article makes a critical point about modern TTRPG campaigns, and I’m drawing on my lived in experience to do so.
So dear reader, I don’t know about you, but I think that there’s a cultural expectation that RPG campaigns should go on for months - I’ve ran a few myself over the years this way, and despite them starting out strongly, 5+ sessions in, I start to find myself losing interest and I suspect that my players do too. Do you think that’s a common experience? I think it might be.
That got me speculating as to why, and I have conclusions. I also think that Episodic play might be the solution.
Event Based Campaigns
Campaigns in the modern “I just picked up a module for my game and it’s the size of a university text book” sense often follow a predefined interactive story. They’re “event based”, which means they’re formatted so that ‘this’ happens, and then ‘this’ happens, and then “this” happens, and it’s all packed with filler between these set story beats.
D&D 5e literally trains DMs to run games like this with it’s various linear starter sets and modules.
I theorise that running campaigns this way also demonstrates to your players that they should expect to be passive consumers of whatever you have planned for the evening, rather than lead actors with agency, driving their own experience.
For example, Lost Mines of Phandelver is often considered a great module for 5e, and indeed it’s first two chapters are very enjoyable as quasi one shot experiences, both can be completed in an evening and both are simple enough so that the players know what they’re doing - Rescue Sildar Hallwinter from the Goblin Cave, and save Phandalin from the tyranny of the Red Brands respectively.
However, when the third act begins, the story introduces a number of tangents - the game opens up and the players are expected to investigate Phandalin themselves to identify adventure opportunities and follow whatever path they like. Only… we’ve just spent the last couple of sessions very obviously pointing at the objective and saying “this is where the adventure goes next”, and now, without warning we whip the training wheels off the railroad and expect the players not to fall over? It’s a big ask.
Inevitably this results in a whole lot of nothing, to recap - the players have been primed to believe that the DM is going to hit them over the head with the next quest, and instead they’re just being fed a series of small off-plot hooks about things going on in the wider world. Analysis paralysis kicks in, and the session slows down to a crawl. Engagement takes a hit.
Losing the plot
If the players are expected to engage enthusiastically with prewritten story beats, then it needs to be focused - like a one shot. In fact, in one shots I think pre-defined stories work really well because the players get a satisfying hook and resolution all whilst they still have interest.
Contrast that against the real time gap between sessions in Event Based Campaigns where the players and GMs can lose track of plot threads and hooks, and questions like “I don’t know what’s going on?” or “Why are we going over here again?” start creeping into play. Not to mention how it becomes increasingly difficult to have each session end on a cliffhanger and start with a bang!
I do believe that this is inevitable too - almost by definition, in large event based campaigns that take months, the plot, the players and GMs will lose focus, and that will damage the game.
Again in LMoP, by the time everyone has adjusted to the total change of pace and investigated the Thundertree and Old Owl Well tangents in the third act, that’s been maybe 4 or 5 sessions. That could easily be about 2 months in real time! Of course everyone has forgotten about the central premise surrounding Gundren Rockseeker, the Black Spider, and Wave Echo Cave!
Sandbox play
Sandbox play is something we often hear about, and it’s something I wish I could get to work correctly, but I think it requires everyone to fully buy in to an exploration focused game up front. Essentially it places the onus on the players to explore and find their own adventure, and the GM has no sense of what’s going to happen more than one session in advance because the game’s narrative is driven by whatever the players discover and are interested in pursuing.
However, games like 5e fight against this with no real mechanics to support exploration, and plenty of mechanics that actively nullify the challenge that exploration should present. These all combine to make a 5e sandbox game quite the hard sell.
Conversely, if everyone at the table is up for this type of game, and you’ve got a game engine that supports it, then I think that sandbox style play is one solution to the problem of campaign games losing momentum, because there’s no overarching plot to lose track of, and the players have 100% agency over the direction of the game.
I should note, I do not think you can “sandboxify” a linear module. It’s got to be one or the other to maintain player expectations - either the campaign has predefined story beats that the players expect to receive, or the players expect to drive their own story. Any combination of the two creates a contradiction in expectations, and leads to unsatisfying games. Trust me, I’m guilty of this and it doesn’t work.
Episodic Play
OK, I firmly believe that there’s nothing wrong with predefined story beats, and in fact my only criticism of this style is that it’s easy to lose interest when it goes on too long, and this is where episodic play comes in.
Episodic play is best thought of as a series of one shots, kind of like a pre Netflix TV show, where it is understood that a suitable chunk of time has elapsed between each loosely connected episode. In this new zeitgeist, BBEG’s rarely last longer than a couple of sessions, and neither do plots.
It’s a style particularly suited to games where the content is clearly defined up front and a clear resolution is available after just one or two sessions. For example, I have an ongoing Call of Cthulhu game that works like this - the players all know that they’re part of an investigative agency, and when we want to play, I offer them up a choice of one shots that I’m interested in running.
When it comes to game time, I give them some background to say how long has passed since the last adventure, and point out any relevant things that might have happened off screen, then I reiterate what this adventure is about and throw them straight into the action.
When run in this way, I find episodic play has huge advantages:
Each session starts with a clear hook and players can jump straight into the action and wrap up with a satisfying conclusion.
Players with conflicting schedules can drop in and out from one game to the next without disrupting the verisimilitude.
As a GM, you can explore a wide variety of themes, locations, and even BBEGs without being tied to a rigid continuous storyline. You can even seamlessly integrate published one shots.
Players can try new PCs or revisit old favorites whenever they like.
PCs don’t have plot armour anymore, and will be played according to these stakes.
Players get to choose the type of session they want to play next.
You can even play different games altogether between episodes, there’s nothing complicated to remember regarding a plot so there’s no harm in it.
There is a potential downside though - depending on your groups availability. In order to get a satisfying story in, I find that you have to set aside 5 or 6 hours of play. Of course you can break it up into smaller sessions, but then we run the risk of us all losing the plot and the focus, so perhaps be prepared to play for longer, but less frequently.
Conclusion
If you have GM burn out, or the game lacks focus, or if you just want to try lots of new TTRPGs or adventures, then you should try running episodic style games. You can even use this as a low barrier to entry way of getting new players involved, or for converting players into GMs!
Please reach out with your opinions if you have them, I’m always interested in what you have to say. I’m on Bluesky or you could use my contact form.
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