I'm resurrecting an old game
You ever have a campaign die out before its time? I've had plenty of them, and sometimes it's fine to just let them go. But I have two or three campaigns that I look back on and really regret letting fizzle out. It was just a scheduling/timing thing, and everything else about the game was great and fun. So I decided to do an experiment to bring one of them back - sort of a TTRPG necromancy. I found my old campaign notes, and this is what I did to bring back the game: - Reach out to the old players and get most of them on board - Fill the empty seats with new players (they'll play old characters, though) - Posted 6 short "chronicles" in our Discord server detailing the story so far (this game was 12 years ago, so most people didn't remember much). This was a total of about 2,000 words that covered a full year of weekly play, so it was pretty condensed and I cut out a lot Then I prepped for a "Session -1": a world building session we'd do collaboratively to get on the same page about where we'd begin the game. Because here's the catch: I don't want to just play this old game. I want to FINISH it. So we're going to get clear on where we left off, then we're going to fast-forward through time until the endgame and play THAT. So for Session -1, I just assembled a quick list of factions, NPCs, and locations that were important to the campaign when it dropped off. And when we got together for the session, I had each player: - Pick two factions they liked - Describe how those factions would interact in the time after the game ended (ally, conflict, etc) - Talk about how their character might have gotten involved in that interaction So we had a rough timeline of a few things that had happened after the end of the game and how they'd play out. Then we just riffed together on what the natural consequence of all that rising tension was and decided on the inciting incident that brought the party back together. So we had factions/NPCs/locations (which the players had tweaked), a rough summary of active conflicts, and some momentum to how the player characters were involved.