Oh, I hate February.
Any other month, this post would have been made in the month after my last post. But no, now I have to have some kind of missing-month BS. I've never missed a month before.
You may not (read: don't) know this, but I have been working on a novel. I haven't mentioned it because I am of the extremely hypocritical and probably racist opinion that DMs who want to be authors just want their players to enjoy Happy Railroad Adventures Starring My DMPC - or rather, I worry that I'll turn into that guy.
I do my best to avoid it, though I will admit that at one stage I actively changed where a campaign would be set to keep it away from the main setting of said book, just in case. Since said book was set in the only real metropolis in the setting and I eventually just used different settings the PCs haven't been there yet. Heh.
That was, oh, years ago. Then I got caught up in education and, like a fool, World of Warcraft. Years onward I decided another reason the story which I had started in high school wasn't actually finished yet was because I had only half-realised that I no longer enjoyed it (a Lord of the Rings parody always seems like a better idea in high school), and promptly shelved it in favour of a completely different story, a Lovecraftian comedy. I'm sure that's going to go well.
Even in settings I tailored specifically to play games in, though, I find that I still feel like I'm holding back all the time.
Take the setting my players termed "BESMecha", a kind of silly game using the BESM system where the players are high-school students with psychic mutant powers in a military school on the Moon where they get to pilot mecha. The solar system is divided into three factions: APTO (Atlantic-Pacific Treaty Organization), NERU (New European-Russian Union) and SEAA (South-East Asian Alliance). Relations between them are civil at best and APTO and NERU in particular seem to be drifting into a Cold War. The situation could explode any minute.
Come on. Psychic mecha pilot kids. Metaphorical excrement is going to be detonated and it will be awesome.
Instead, "Season 1" (okay, okay, the first campaign) focused on a terrorist group called ATLAS (long version unknown) which started as an anti-newtype group, later turned out to be a newtype-staffed group and finally (in the last session) turned out to be a group made entirely of newtypes led by a psychic space octopus.
Cool though it was, I realised that I was backing away from a storyline potentially more epic in scope: A war between APTO and NERU.
Why? I don't know, exactly, but I think I feel that there's a certain limit, which (until someone tells me someone else wrote about this already) I will call the Vecna vector, where the potential impact of a campaign on its setting is enough to drastically change it and thus every campaign that comes after it.
I'm just not comfortable with hitting that vector. I can come up with plenty of good ideas that work in the setting as it is, why change it drastically? I'm also worried about screwing it up. D&D has plenty of examples: the Spellplague, Faerûn's personal kick in the balls; Faction War, Planescape's personal extremely angry badger down the pants... okay, that's two. Let me know if you can think of more.
That's not to say my settings don't change at all. During my games I have had events drastically change entire areas (say, kingdoms) for years, just nothing on a grand scale. Most villains are from "outside", as such: demons from another plane, a group that doesn't work for one of the main "factions" of the setting, some random lich asshole, et cetera. Memorable opponents, all, but still.
I know some of my players would like it. A few of them have stated as much, though the fact that some of them just wanted to use it as a springboard for turning games into wank sessions about their favourite characters turned me off a little.
Of course, if I could fucking finish a game that would be great. I've finished a grand total of one campaign in years of gaming, thanks to schedule conflicts shutting the damn things down.
I'm working on that too, though. See, I also noticed that games tend to... drag on a bit. Not that they're individually boring - at least, if they have been my fellow gamers have failed to say anything for quite a long time now. It's just the main arc of the campaign tends not to end for the same reasons I don't massively change the setting: I feel like said campaign could use a few more adventures.
Season 1 of psychicmutantmechapilotsinspace only ended recently because I sucked it up and made it end; the PC's investigations finally led them to an abandoned research facility on the moon of Iapetus long before I had been planning to let them find it only a month earlier. Judging by their post-game analysis, though, I don't think they noticed or cared. In fact I think they rather liked it.
A good DM is always looking for ways to improve. Ending that campaign within a more reasonable time was the first step. Eventually, I hope, I'll be ready to run a campaign that changes the scope of a setting my players are familiar with and enjoy.
Eventually, I'll be able to kick that setting in the balls.