I wanna run a couple of D&D adventures to highlight parts of the rules that the New York Red Box gang hasn’t gotten around to yet: wilderness hex crawling, naval battles, high-level delving, dominion type stuff.
And what’s killing me is that in D&D there aren’t very good tools for limited runs–say, 18 hours or less.
The classic sandbox style campaign, being open-ended and plotless, is no good for my purposes: the pleasures of sandboxin’ comes from watching structure emerge over time. If you cut things short, the game simply ends without any satisfactory resolution.
(By the way, this occasional frustration with the long-term investment necessary for a payoff in sandboxy stuff was a pretty frequent concern of mine six months ago. I think sandbox play has a lot to recommend it, but it’s built for – or at least really favors – massive time commitment, which in general I personally can’t sustain as it gets in the way of not just my regular life, but other gaming as well.)
You can slam stuff together in a railroady way – you have this encounter, and then THIS encounter – but that robs the players of agency.
Alternately you can handle this the indie way with relationship maps and keys and player flags. But this involves grafting a lot of new stuff onto D&D which (a) sounds like work and (b) would, at least in my mind, distract me from figuring out how well the various under-used sub-systems work.
(As an example of new-fangled sub-systems I refer you to Clinton Nixon’s Sweet20 XP system, which was originally designed for later editions of D&D but could probably be tweaked for older games. If you like it, you might like his game Shadow of Yesterday which is available free on his site if you poke around a bit.)
Has anyone had any great success with mini-campaigns? If so, what worked and what didn’t?