Campaign Length: A Different Kind of Mercer Effect
For people who are new to TTRPGs (especially d20 games like D&D, Pathfinder, or Tales of the Valiant), it’s hard to know how long a story, or campaign, should be. Newbies only have two examples: Actual Plays on YouTube and Twitch or the campaign books published by Wizards of the Coast, Paizo, and Kobold Press. Campaigns published for 5e tend to be (in my experience) 8-12 adventures long. The time required for any given tale to finish a campaign depends on how long each session is. (At the fastest - one session per adventure you’re looking at about a year to finish the campaign) Alternatively, looking to Critical Role as an example finds the gang playing campaigns (Vox Machina, Mighty Nein, Bells Hells) that are years long each. This is why I subtitled the post “A Different Kind of Mercer Effect” (in reference to the original Mercer effect - where inexperienced GMs try to mimic his voices, accents, and GM style) I do know that there are other campaigns that go for a long time - including the GRRM campaign that led to Wild Cards, but most new TTRPG players and GMs will have more of a chance of having come to the game after having seen Critical Role vs those other examples.
By EricMesa
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