Tag Archives: D&D

Dragonlance: The Characters

Dragonlance Logo

My Dragonlance party is made up of 5 characters. As this is a War of the Lance era Dragonlance campaign there are several restrictions on what classes and races would be available and several changes to existing classes and races to fit the setting. Several of those changes mean that the classes don’t quite balance the same way as things have been removed without being replaced, such as Ranger spells.

I have allowed the players to make changes to the available proficiencies in their classes and backgrounds to fit the theme of the character that they want to play, based on the story they have developed.

The Characters

Remus Cartwright, Male, Human, Rogue with the Charlatan background. Remus was born and raised in Digfel in Abanasinia and is the owner of the town inn, which is a family business. He is an extremely charismatic and good looking man and he uses this to his advantage when it comes to conning strangers and travellers out of their money, be that at cards, in inflated drinks prices and services or just base thievery.

Hett. Male, Human, Fighter with the Outlander background. Hett was also born and raised in Digfel but left the town at a young age in order to seek his fortune in the city of Haven, which is where he learned his trade as a tracker and bounty hunter. Hett is a moral man, seeking to bring criminals to justice rather than simply working for pay but he is not above underhanded tactics in order to apprehend his target, such as breaking and entering. This profession found him working alongside his childhood friend Bastion much of the time.

Thorin Ironhammer. Male, Hill Dwarf, Fighter with the Folk Hero background. Thorin is a Hill Dwarf whose family originate in Hillhome in Abanasinia. At a young age Thorin was apprenticed to the blacksmith in Digfel as part of a repayment of a life debt that his parents owed to the blacksmith. Thorin is a typical dwarf in many respects, he loves working with his hands and taking part in physical activities and he loves being underground. Due to events that took place during his childhood Thorin appears to age rapidly and has developed the physical and mental capabilities of an adult dwarf by the age of just 18, which causes many other dwarves to view him with distrust.

Aldorin Hytanthas. Male, High Elf, Wizard with the Hermit background. Aldorin is, for all intents and purposes, a dark elf. Born a Qualinesti Elf, Aldorin has spent much of his life outside the forest, in a travelling merchant caravan. When Aldorin was a baby his father and brother, both Wildrunners, were attacked on patrol, resulting in the death of his father. His bother went missing during the attack and the only clue found was a broken bow and a shattered bronze amulet. Crazed with grief, Aldorin’s mother, a White Robed Wizard, began to research forbidden magic looking for answers and when she was found out she, and Aldorin were cast out of Qualinost and labelled Dark Elves.

Aldorin has a deep mistrust of other elves, especially Qualinesti, and finds it hard to make friends. His mothered settled in Digfel for a while as he made friends there but, eventually she moved on and he stayed behind, feeling at least a basic connection to the town and his friends. His goal is to take the Test of High Sorcery and take the Red Robes, hoping to eventually find answers as to what happened to his father and brother. Due to events that took place during his childhood Aldorin appears to age rapidly and has developed the physical and mental capabilities of an adult elf by the age of just 18, which causes many other elves to view him with distrust.

Bastion Winter. Human, Ranger with the Soldier Background. Bastion was born in Solamnia, at least that’s what he was told by his mother, he doesn’t remember it. Bastion’s father, a Solamnic Knight forced Bastion and his mother to flee to Abanasinia when he was just a baby, fearing for their lives as the mobs rose up against Knighthood.

Bastion is a dour man with a face scarred by acid from a childhood event and a particular hatred of wild beasts from the same escapade. His demeanour means he spends much of his time alone, although he has been ardent in learning the craft of war, hiring himself out as a guard and medic on several merchant caravans since his late teens in addition to accompanying Hett on several bounty hunting missions. Bastion’s overall goal is to return to Solamnia and follow in his father’s footsteps, joining the Knighthood and eventually elevating his family name once more.


Boss Monster, Tools of Hero Kind Mini Expansion Review

Name: Boss Monster, Tools of Hero Kind
Type: Card Game Expansion
Publisher: Brotherwise Games
Size:  9.9cm x 9.9cm x 1.8cm
No of Players: 2-4
Age: 13+
Price:  £6.99
Weight: 23g
Rating: 5.0 Stars (5.0 / 5)

Boss Monster, Tools of Hero Kind, Front of Box

Tool of Hero Kind is a mini expansion for the Boss Monster Dungeon Building Card Game. It contains a total of 26 cards which build upon the existing Spell and Room decks and also add a new concept in Items cards which upgrade the Heros and provide a bonus to the Boss Monsters that defeat them.

Boss Monster, Tools of Hero kind, Contents

In the box you get-

  • 20 Item Cards
  • 4 Advanced Room Cards
  • 2 Spell Cards
  • 1 Rule Card

As with the Boss Monster base game Tools of Hero Kind builds upon the themes of classic 8 Bit games and old school RPGs. With this expansion, the box has been styled on the classic Game Boy look (as you can see below, with it compared with a Game Boy Advanced game). The box art is cool and very representative of what I picture when playing the game. In this case it shows King Croke (a Boss Monster from the base game) being assaulted by a Hero and looking like he’s about to come off a little worse for wear…

Boss Monster, Tools of Hero Kind, Box Size Comparison

The Rooms and Spells are small additions but nice nonetheless, however it’s the Items that are the true stars of the set and that make up the bulk of the cards. Items are drawn at the start of each turn, before Heros are drawn, and they attach themselves to the the first (or oldest) Hero that matches their treasure icon.

Items have two lines of text and which applies depends on whether they are being used by a Hero or a Boss Monster. First they boost the power of Heroes, having such effects as deactivating the abilities of rooms the Hero survives for that turn (making it easier for other Heroes to survive), destroying rooms or just boosting the health of all Hero that enter the same dungeon that turn.

Secondly, if the dungeon defeats a hero then the Boss Monster gains the Item and therefore gets to activate it’s Boss Monster ability. In the hands of a Boss Monster Items have such effects as healing the Boss Monster a wound, boosting Heroes in other dungeons or making opponents discard cards.

The art on the Item cards is excellent and carries many nods to a variety of sources, including classic D&D with the 10 foot pole card and the Gelatinous Cube on the Ice Rob, Lord of the Rings with Frodo and Gollum on the Ring of Invisibility card and even Monty Python with the art and title of the Holy Hand Grenade card.

On the whole I feel this is a solid little expansion. It adds another element to the game without adding significant complexity, and it actually actively works to fix one little niggle I have with the main game, which is that the game tends to be dominated by 1 player who is lucky enough to have the right treasure when the heroes are drawn. By giving those Heroes Items, which boost the Heroes and weaken the dungeons, it makes that kind of domination a double edged sword.

For £7 Tools of Hero Kind is a really worthwhile expansion to Boss Monster. It doesn’t do the one thing that I really want from a Boss Monster expansion, which is to have support for more than 4 players. Still, it adds a nice extra element to the game and, at its price point, its pretty hard to complain.

D&D 5th Ed DM Screen Review

Name: D&D 5th Edition Dungeon Master’s Screen
Type: Accessory
Publisher: Wizards of the Coast
System: D20 (5th ed D&D)
Setting: N/A
Size: 27.4cm x 21.5cm (folded) 109.5cm x 21.5cm (unfolded)
Price: £10.00
Rating: 5.0 Stars (5.0 / 5)

5th Ed DM Screen

This is going to be a pretty quick review to be honest, there isn’t a lot to say about a DM Screen and I wouldn’t generally review just a screen, but I’m actually pretty impressed with this one. What I might do though is maybe take a look at the wide variety of screens I own for different games at some point.

So why is this one so cool? Well it’s down to what is actually included on the DM side of the screen. Before I get to that I’ll take a look at the pack as a whole. The outer packaging that is normally just a paper wrap with a general description on the back is actually pretty cool, obviously it is still thin card wrap but the inside is a mini-poster that advertises the D&D Adventurers League, which is pretty cool-

D&D 5th Ed DM Screen, Poster


The screen itself is made of nice thick card and covered with a glossy coating and it seems pretty hard-wearing, which is good because screens see alot of use. It’s a four pane screen and it’s landscape in format, as is common for modern screens, which I actually like this as it reduces the DM/Player separation. The player side depicts and epic battle across all four panes between a party and a red dragon and it’s minions.

D&D 5th Ed DM Screen, Frontal

However, it’s whats on the DM side that impressed me, especially this-

D&D 5th Ed DM Screen, Name Generator

As silly as it is, the inclusion of an NPC name generator on the screen is something that will help me immeasurably as I literally can’t count the number of times i’ve made up a stupid name on the spot when the PC’s have decided to talk to someone I hadn’t considered. I used to have a whole list of names ready, just in case, but this is a much more elegant solution.

The rest of the inside of the screen is filled with the normal kind of things you’d expect to see, details of the various conditions, cover and concealment and some random event tables. Unlike some previous DM screens this one isn’t cluttered or hard to read and is filled with things, like the NPC name generator and the random events table, designed to keep the game flowing when it might stagnate.

The inside of the screen is also covered with little bit of art, some just to illustrate things like the various status modifiers and others, like the Tarrasque attacking a village are just there to make the screen a little more interesting for the DM to look at. At the end of the day this is still just a DM screen but it’s one of the best DM screens I’ve bought in a long time.

#RPGaDAY 2015 Day 30, Favourite Roleplaying Celebrity 


It’s a little cliché, but it’s probably Vin Diesel. He was one of the first to openly discuss roleplaying and I think that helped make roleplaying a little more mainstream. I particularly like the fact that he wrote the forward to 30 Years of Adventure, a History of Dungeons and Dragons, which is an excellent book.

Further to this though, I like the fact that Vin Diesel has actually managed to get other celebrities gaming, like Dame Judi Dench, who he ran games of D&D for when they were filming The Chronicles of Riddick. To my knowledge, to this day, Judi Dench actually runs games for her grandchildren, which is just awesome.

Beyond Vin Diesel, there are the obvious choices of Felicia Day and Wil Wheaton, but since they’ve made a career out of gaming in general, I’m not sure they’d count as their fame is now based around gaming, rather than it being something that they do as a hobby on the side. Finally there is Marilyn Manson, who reportedly carries a D20 around with him and I find it amusing that the Shock Rock Superstar sits down to play D&D in his downtime.

#RPGaDAY 2015 Day 28, Favourite Game I no longer play


That kind of depends whether I look at it as play as a player or play as in run. Since I tend to run the games I really enjoy I’ll take it as play as a player.

In terms of my favourite game that I don’t get to play, it’s pretty much all of them, since I never get to be a player anymore. Realistically my favourite game that I never get to play is D&D. D&D is my favourite game, bar none, of all time but it’s something I virtually always end up running (which means if any of my players would like to run D&D for me, I’d appreciate it).

The last games of D&D I played were in 3.5. I played in a Ravenloft campaign playing through The Grim Harvest series of adventures (which are excellent) and before that it was a generic game in which I played a dwarven fighter using the Book of 9 Swords fighter options and he was awesome to use.

So there you go, D&D is definitely my favourite game and one that I never get to play anymore.

Boss Monster Review

Name: Boss Monster
Type: Card Game
Publisher: Brotherwise Games
Size: 20.8cm x 12.7cm x 3.8cm
No of Players: 2-4
Age: 13+
Price:  £19.99
Weight: 476g
Rating: 5.0 Stars (5.0 / 5)

Boss Monster, Front of Box

Boss Monster is a none collectable card game produced by Brotherwise Games and released in December 2013. It was originally Kickstarted and was funded to the tune of $215,000 dollars in November 2012.

The game is built on a foundation old school gaming, both 8-bit style NES games and old D&D and the premise is that you are the big, bad Boss Monster at the end of a side scrolling dungeon. Your job (or, more likely, hobby) is to draw adventurers to you dungeon in order to kill them in a variety of inventive monster and trapped themed rooms so that you can harvest their souls.

The game comes packaged in an NES game style box that fits the whole theme of the game perfectly, even the writing and logos are all designed to look like they belong on the box of Super Mario. The box is made of thick card and the box art has been applied via a sticker, rather than printed directly onto the box. The downside of the sticker is that it can easily scratch and peel away a little at the edges but this still all adds to the retro feel of the game.

Boss Monster, Contents

Mine is the 2nd printing of the Boss Monster game. You can tell the difference between the first and second printings by the the inclusion of the quick start rules. In the box you get-

  • X x Boss Cards
  • X x Room Cards
  • X x Spell Cards
  • X x Hero Cards
  • X x Epic Hero Cards
  • Rulebook
  • Quick Start Rules Sheet

The components all fit nicely into the box with the cards sitting in two piles inside an inner tray and the quick start rules and rulebook sitting on top. As with the box, the rules are designed to be reminiscent of an 80’s Nintendo game right down to being printed in a landscape format and using a font type and layout that feels like a game manual.

The game comes with  basic types of cards, Boss, Room, Spell and Hero/Epic Hero. All are standard dimensions for a card game and would fit any generic sleeve on the market. All of the cards feature 8-Bit artwork that resembles any side scrolling dungeon crawl from the 80’s and beyond. It’s in this artwork that you can see the love that has gone into the game, not just a love of 80’s computer games, not just a love of the NES but a love of D&D.  Let me explain a little more-

Boss Monster, Monstrous Monument Card

I initially thought that this card was a great little touch, an 8-Bit image of the classic 1st edition AD&D Players handbook featuring a statue of Orcus. It’s a great nod to D&D and the kind of things fans of the RPG (myself included) like to see. Still, it’s an well known known image and one commonly used to reference D&D. Then, when I was sorting through the cards I noticed this-

Boss Monster, Xyzax Card

Firstly the name, Xyzax is a clear play on Gygax, one of the creators of D&D. It’s also a play on Xagyg, which is Gygax backwards and a character from the original Greyhawk campaign, the Progenitor part of the name is a little nod towards the great man himself. Again though, while this is a clever little nod, it’s still something reasonably well known about D&D and about Gygax. It was only when I was looking for cards to photograph for this article that I noticed this-

Boss Monster, Dark Laboratory Card


This one is a little more subtle, in fact I wouldn’t have picked it up if it hadn’t been one of my favourite prices of art from my favourite campaign setting this-

Jeff Easley, Raistlin in the Tower of High Sorcery

It’s a famous piece of art, but only if you really know your D&D and, specifically your Dragonlance. Now, granted, a Google search could probably have come up with it but I’m not sure that it would have seemed all that significant then, after all, unless you know what it is, why would you bother including it? Its for this reason that i’m pretty sure that the creators of Boss Monster don’t just love 80’s NES games, but they love D&D too.

So, the game. It’s pretty simple to both learn and play. Each player gets dealt a Boss card and places it, face up, on the right hand side of their play area. They then 5 rooms and 2 spells and discard 2 cards from that hand, of their choice. Prior to the first turn each player plays a room, face down, on the left of their Boss to start building their dungeon. Once all players have placed that room they are revealed, in order of highest XP to lowest.

At the start of each turn Heroes are drawn from the Town deck (made up of Heroes and Epic Heroes, in that order) equal to the number of players. Players can then play another room, again face down, on the left of the previous room or on top of it (so building over previous rooms). Once everyone has built a room the Heroes are allocated to the dungeons according to which dungeon has the most treasure symbols (heroes like treasure) that correspond to their type (so mages like books, for instance). Heroes scroll through dungeons, left to right as is proper, taking damage from each room and, if they die, their soul is collected by the Boss. If they reach the end they deal a point of damage to the Boss. Spells can be played either during building or adventuring, according to the spell.

The winner is the first to reach 10 souls and any player whose boss takes 5 points of damage is eliminated from the game. Thats all there is too it.

I’ve played this game a couple of times now, first of all my normal solo game to get a grip on the rules and i’ll admit, it was a bit weird to play solo and didn’t make much sense, but i’m used to that on the first run through. My second game was with my wife, who tends to be a bit hit and miss with board/card games. She beat me inside of 20 mins, grasping the rules with uncanny precision and building a dungeon to rival the dreaded Tomb of Horrors.

I then took the game to my regular weekly games night. I’ve been wanting to for a couple of weeks but we tend to regularly get 5+ players and Boss Monster only supports up to 4. We finally managed to break it out for a couple of games and, as expected, it was quick to teach and fun to play. My group loved the art style immediately and found great pleasure in building their dungeons and chuckling at cards like the Goblin Armoury-

Insert photo.

All in all Boss Monster is a great game. I missed the first Kickstarter and the Next Level Kickstarter but i’ll definitely be checking out any further Kickstarters that Brotherwise set up. The game is fun, it’s well supported by Brotherwise who regularly put up new cards for play test and it looks just fantastic. This is a game for hardcore gamers and families alike and the art and nostalgic feel to the design is even enough to pull in those weird friends who don’t generally like to play games (we all have them).

At the time of writing Boss Monster has 2 expansions, one of which can be played as a stand alone game.

#RPGaDAY 2015 Day 21, Favourite RPG Setting


This is another tough one, after 20+ years of gaming I’ve gained huge amount of love and respect for a number of settings, for different reasons and what my favourite varies based on my mood and whatever I’m running/planning at the time. I can narrow it down to 3 and that’s where I get stuck-

  • Planescape
  • Shadowrun
  • Dragonlance

Looking at Planescape, that was the first setting I collected to any great degree and remains a firm favourite to this day. I think Sigil is a fascinating place and is literally full of possibilities, absolutely endless possibilities.  I like the fact that you can do anything in Planescape, send PC’s to any setting, use any enemy and we’ve stories on a scale that can’t be managed on the Prime Material Plane. Additionally I love the art work and style of Planescape with it’s almost Victorian London feel and it’s rough, jagged lines.

Shadowrun is different, where Planescape is vast and endless, Shadowrun is immensely detailed on a very small scale. As I’ve mentioned before, Shadowrun is probably the single most detailed setting I’ve ever read or played, with fans of the world being able to follow and debate political careers and campaigns and chart the rise and fall of Megacorporations. Shadowrun presents itself as a living world, evidenced by the way the sourcebooks are written in game, with commentary from Shadowland (and later Jackpoint) members who provide detail, rumours and background. Shadowrun works as a logical progression from the real world and evolves as a result of our own technological advancement and I appreciate that as it always feels futuristic.

However, at the end of it all, I’s probably say my favourite is Dragonlance, but it’s a close call. Dragonlance wins it out because it’s a setting I’ve loved and lived in since I was 9 years old. For the longest time I refused to even consider running it as an rpg setting, fearing that I couldn’t do it justice, but when I finally did run a party on Krynn I found that my love for the world helped me craft a deeper, more involved story. Dragonlance works because it doesn’t run like normal D&D, the lack of magic items, the absence of the cleric (in the War of the Lance era anyway), and the requirement that all mages take the Test means players need to think more about how to approach encounters.

Dragonlance is fantasy at it’s best and the fantasy that people want to play, it’s swords and sorcery, it’s romance and love, tragedy, elation, comradeship and more all rolled into a deep and interesting world.


RPGaDay 2015 Day 17, Favourite Fantasy RPG


I’m trying to remember the different fantasy RPGs i’ve played. I don’t think it’s all that many, especially if you only could the whole of D&D as one. Off the top of my head its-

  • D&D in it’s myriad of forms and settings.
  • Stormbringer
  • WFRP (specifically 3rd ed)
  • Earthdawn
  • Numenera
  • Runequest

The question is an easy one to answer though, it’s D&D, it’s not just my favourite fantasy RPG, it’s my favourite RPG period.

Other fantasy games are fun but nothing quite achieves the same goal as D&D, especially when you take into account the various settings. If I want a horror setting I have Ravenloft, if I want low magic, Dragonlance, high fantasy noir, Eberron and for limitless possibilities I turn to Planescape.

I like other games, I love the setting of WFRP (pre End Times, I’m not sold on Age of Sigmar) with its black comedy and ever-present threat of falling to Chaos. I like Earthdawn for all it’s little nods and links to Shadowrun and I think my feelings about Numenera are pretty apparent but this point.

Runequest I enjoyed, no so much for the system or setting (in fact I could literally tell you nothing about the setting), but because of one particular character, Ralph the Goatherd. Ralph is one of may favourite all time characters, he was stupid, being barely more intelligent than the parties ogre who, in turn was barely more intelligent than his pet/lover bison named Fluffy. He adventured because he’d lost his goats (because the ogre ate them) and saved the world a couple of times by accident.

Unfortunately I think my experiences with Stormbringer (as detailed a little on day 16) soured me on the setting, despite being a fan of Moorcock and Elric of Melnibone.

RPGaDAY 2015 Day 16, Longest Session Played.


It’s been years since I’ve player a really long session. sure i’ve tried to plan a few in recent years, all day play-tests of new systems or one off games to try and enjoy a particular adventure but it never seems to work, real life always get in the way now. Such is the curse of growing up.

Back when I was at uni, and before, long sessions were the norm for me, usually starting in the morning and heading long into the night. No-one had anything more important to do and everyone just wanted to enjoy the game.

Two sessions in particular spring to mind when i’m thinking of the longest sessions I’ve been involved in. One I played, one I ran, both D&D.

The first was when I was around 15 or 16 and it was a 3 man party back in 2nd ed AD&D. The game was very freeform, with the DM letting us make up very imaginative characters that stretched the rules somewhat. This was the same DM that ran Stormbringer and in the first session we stormed the planes, killed a god and became demi-gods so you get the idea as to how free form this was.

This particular DM liked evil characters and so we played an evil party, a dark Cleric, a sadistic Harlequin and an Anti-Paladin, which was me. I don’t remember the exact plot of the game, it doesn’t really matter anymore as the campaign wasn’t that memorable but what stood out was the length of the first session and a particular encounter.

That first session lasted hours, probably 18+ and i know we went from 1st to 9th level during it, pretty legitimately, despite the fact that were were a little overpowered. During the game we had one encounter when we were around level 4. We came upon a procession of good clerics and, being very very evil, we decided that they needed to die. We set up a pretty elaborate ambush and managed to drop a couple in the first round, determining that they were around level 7, before things started getting tough.

The combat lasted a little while and wound up with the leader of the clerics surrounded by a wall of holy fire, summoning elementals against us. I couldn’t breach the wall of flame, but I could fight off the elementals easily enough. We devised a plan that involved the Harlequin taking a run up, flipping off me, up into a tree, over the wall and down onto the cleric. This involved a pretty impressive set of tumbling rolls to accomplish but we tried nonetheless and the dice were rolled, a 20 for my throw, a 20 to flip into the tree, another 20 over the wall and a final 20 for the attack. I don’t recall the damage roll, it doesn’t matter, after that streak the DM ruled and instant decapitation and evil won the day.

The second game is a much shorter story. It was while I was at uni, during the 1st-22nd level campaign. It was early on in the campaign, still on my home-brew world though I don’t recall the actual adventure. My players had bugged me the day before, after finishing a session, to play again and I was happy to acquiesce.

We started in the morning, around 11am after everyone had woken up and played until early evening. At that point a couple of my players has a gig they had tickets to and so went out, the rest of us carried on. Sometime later those players came back, surprised we were still playing and sat back at the table, carrying on while others went to bed to, ‘sleep’. Again rest of us carried on and those players joined us again a while later. To this day I couldn’t guess what time we finished playing but I know the sun was coming up, so probably around 6am.


RPGaDAY 2015 Day 15, Longest Campaign Played


If I count just campaigns physically played then it’s probably not that long. I played an 8 year old girl named Mina in a friends D&D campaign from 1st to 12th level, but that probably only lasted a year or so. Mina was awesome, having absolutely no direct combat abilities and relying purely on her abilities to buff other characters through inspirational abilities based on the Marshal class in 3.5.

Outside physical games them it’s probably the Galen Saga. This was played over an extended period of time, years in fact, on the message boards of the Secrets of Kargatane website before it shut down. In that game I played a clone of my namesake, Trebor Minntt, trapped and altered within the demi-plane of Ravenloft. The story followed the adventures of the Taverners, patrons of the Malodorous Goat Tavern in Vallaki, as they tried to protect and understand the truth behind the mysterious child Galen, who appeared on the taverns doorstep one day. It was purely play by post, no dice rolls, no DM, it was freeform and collaborative story telling at it’s best and it was amazing.

As I’ve said many times, I’m a DM far more than a player and the longest campaign I’ve ever run was probably the first one that I ran when i moved away to go to University. It was D&D 3rd edition (leading to 3.5)ran for 2-3 years, I don’t remember exactly, and that was playing at least twice per week for 6+ hours a time with many multi day sessions as part of it. It ran from 1st to 22nd level, give or take, and took the players from my homebrew world, to Ravenloft, to Planescape and finally back to my own world.

The plot of the campaign was complex, twisting and turning many times, but, basically, it saw the PC’s being played off between two Yugoloths, Anthraxus and Bubonix, and trying to prevent an Tanar’ri incursion of their home world. They played through Ravenloft’s Nightmare Lands and Castles Forlorn, and the Planescape modules Hellbound the Blood War, Dead Gods (including battling Orcus), Harbinger House, Doors to the Unknown and more besides.

I vastly prefer long campaigns, I think they allow for true character development and story options that shorter campaigns simply can’t achieve. Playing the same character for years makes them a part of you in a way that can’t be replicated in the course of a few months and it lets the DM tell an epic story.

I liken long campaigns to TV shows. Single episodes can be fun, but the story told over the course of the whole season is more interesting and when that links to develop the plot of the shows entire run then it becomes something special. Look at Buffy, it has great single episodes, like Hush, fantastic seasons, like season 3, but it’s when you take the whole journey, from season 1-7 and combine it that you feel like you’ve been on an epic journey with the characters. Thats the kind of story I like to tell and participate in.