[Epistemic Status: Speculative. I haven't tried out anything I'm writing below, though I intend to test it out soon.]
With the conclusion of my long-running Castle Xyntillan campaign, I allow myself to breathe a sigh of relief and take a break for a short while. I'm still running my Icewind Dale game, but that's compatible with a break.
Still, I know it won't be long before I'm back to running another campaign. I've got too many ideas on the brain. I'll make a post listing those soon enough, but before I commit to a new campaign, I need to think of my future schedule.
I started the CX campaign in April of 2020, a couple months after the breakout of the pandemic and my return home. I was starved for play, the summer stretched out before me and the end of lockdown was nowhere in sight. I didn't know how long the campaign would go, and didn't much mind.
Now, my schedule is a good deal more concrete. With multiple vaccines out, I hope to return to my old schedule later this year, and if I'm still playing TTRPGs at all then, I will be prioritizing in-person games. So whatever I start in the next month, I want it to conclude, not just fizzle, but properly conclude, before September. And even if it's good, I don't necessarily want to stick to the same campaign all that time. I might want some variety.
What sort of campaign could give me flexibility, the opportunity to conclude solidly, and do so in a set window of time? The seasonal campaign.
The Seasonal Campaign
This is a concept I picked up a little while ago, though I completely forget from where. It's not original to me!
The seasonal campaign is modeled on the structure of serial television. You're only guaranteed the first season (so long as the pilot gets picked up). You could get cancelled for any number of reasons after that. So you've got to deliver a satisfying story in a set number of episodes, while leaving threads for a subsequent season to build on if you're fortunate enough to get renewed.
The application to TTRPGs is clear. Set a duration of play; thirteen sessions, give or take one, seems right, it covers about three months real time, enough to get attached but doesn't overstay its welcome. The duration of a modern-day TV season.
Make it clear from session 0 that this is the duration of the campaign. If the players and GM enjoy it, it can be renewed for another season. The most obvious way is to continue the same plot and setting with the same characters; but the new season offers other opportunities. Make your game an anthology, moving to another part of the setting, or a new plot, or switch out characters.
The benefits we outlined above; the short and concrete term of the campaign allows for campaigns to conclude more often and avoid fizzling out, set expectations for short-term play, and allow flexibility in switching between groups, setting, characters and even systems.
What are the downsides? If you're running seasonal campaigns, switching periodically, you can't have the experience of building a single setting or campaign over the long term. I'm talking really long-term, like Rick Stump's campaigns with his kids which have been going for decades. If you take the seasonal path, then that sort of play is forever closed to you.
You'll probably have a hard time adapting campaign books to your purpose. Short modules are fine, but whole campaign books spill over multiple tiers and (due to Wizards) don't split their chapters in complementary ways.
Systems and Leveling
This, incidentally, touches on a point I forgot to include in my CX Post-Mortem. The expected speed of advancement between groups and systems. In modern 5e games, the expectations seems to be levelling once every few sessions (five or six on the upper bound, at least that's how I interpret the milestone leveling advice from the campaign books). In CX, the pace was dramatically less predictable. They leveled, on average, once every six or seven sessions, but at one point jumped one or two levels from a single discovery, and went for a while without leveling after that. It ended at level 6.
That unpredictability is key. Old-school games, especially those where gold-for-XP reins supreme, are bound to have uneven progression, if only on the micro-level. Plus, many old-school systems have characters level at different rates anyway!
In contrast, 5e usually focuses on XP-for-combat (which appears to me much less unpredictable) or milestone XP (you level when I tell you!). This lends itself very well to campaigns with predetermined plots (Icewind Dale uses it) but also to seasonal campaigns.
But first, a caveat.
I'm not into the full 1-20 level progression, the upper tiers of play just seem ridiculous. But it strikes me that even if you go for all of it, the typical pace of leveling will lead to campaigns that can't possibly last more than a couple years, even if you stretch out the levels. Much less if leveling is faster, and less than that if the campaign doesn't go to level 20. I mean, my Icewind Dale campaign is supposed to go from 1-12 or 13, and I expect it will last roughly as long as my CX campaign, if not less.
This is all assuming low mortality and a coherent group of characters from start to finish. Old-school games aren't limited to that, but 5e is very strongly influenced by that assumption.
My conclusion is that this sort of seasonal play is probably quite good for 5e and similar systems. Old-school systems and campaigns benefit from longer term play and less discrete divisions.
This also dovetails nicely with the concept of tiers of play built into 5e's level system. No, I'm not talking about the tiers described in the DMG, which don't make very much sense in light of level progression. I'm talking about the AngryGM's tiered encounter design system. The tiers go as follows: Apprentice (1st and 2nd level), Journeyman (3rd to 5th level), Adventurer (6th to 8th level), Veteran (9th to 11th level), Champion (12th to 14th level), Heroic (15th to 17th level), and Legendary (18th level +).
The synergy between seasonal play and tiered play is the entire reason I got interested in the concept to begin with. Angry's Division of Tiers is structured such that the end of each tier coincides with a major jump in character power, as opposed to the WOTC Division, which starts each tier after the first with a power jump.
Angry uses the tier system to build his encounters, targeting the center of the appropriate tier. So long as you're in the 3-5 tier, you'll be facing encounters tuned for level 4. At the start of the tier, you'll be struggling. Then, you'll start turning the tables. Finally, when characters get a massive power boost, they start tearing encounters apart, and feel like badasses.
So you tie each tier of play to a season. At the start, the party is dealing with tough new threats. They're on the run, reacting instead of acting. Then they get their feet back under them, figure out what's going on, and finally get powerful enough to trounce the encounters which gave them a hard time a few sessions ago. They get the opportunity to test their new and improved abilities against threats they already have a frame of reference for, and get to feel dominant.
The season ends, and if the game is renewed, the next season begins at the start of the next tier. On paper, they're even more powerful than where they ended, but they're now facing even greater threats than before, and the cycle begins anew.
I'm really, really tempted to test this theory out, not in the least because Angry's encounter-building table in the linked page is very easy to use, and without it I wouldn't be doing any 5e homebrew at all. It'll also be a palate cleanser, a short-term plot driven 5e campaign. Everything the miniature Alexis Smolensk on my shoulder despises. I'll probably do Age of Sail pirates. Do Apprentice Tier in the first few sessions, then Journeyman Tier with the rest.