Tourists and Locals

I'm fairly certain I've previously expressed my general dislike for "one-shots" or "mini-campaigns." To be clear, my dislike isn’t absolute, but I rarely seek them out. When I do participate in them, I often come away slightly unsatisfied. One of the greatest joys of roleplaying games, at least for me, lies in the continuity of a long campaign: the way characters grow, change, and accumulate history over time; how a setting deepens and acquires texture; how throwaway details from early sessions suddenly take on new meaning months (or even years) later. If given the chance, I prefer to settle in, to put down roots, and see what emerges over the long haul. That’s usually my goal when I sit down at the table with friends. I want a campaign, not a fling.

And yet ...

Over the past few years, I've come to appreciate the distinct pleasures of convention games: those four-hour sessions with a group of strangers that begin and end in a single afternoon or evening. I had a great time at last year's Gamehole Con and came away from several sessions feeling energized and inspired. That’s part of the reason I’m looking forward to signing up for more this year. On paper, con games are the antithesis of what I usually look for in roleplaying. They’re self-contained, focused, and impermanent. Once the session is over, it’s over. So why don’t they leave me with the same hollow feeling that a short-lived home campaign often does?

While I’m not above hypocrisy, I think I have a good sense of why I enjoy con games more than I would have expected.

Playing a game at a convention is, for me, a form of tourism. I show up, meet new people, and explore a small slice of a game or setting with which I may not be familiar. It’s a snapshot. There’s no illusion of permanence, no lingering sense of “what might have been.” The characters might be memorable and the play enjoyable, but everyone understands from the outset that this is a limited-time engagement. It’s a visit, not a move.

A home campaign with friends, by contrast, is more like choosing to live somewhere. There’s an implicit commitment. We’re investing in something meant to last. That shared commitment changes everything. When I play with friends, I generally don’t want the game to have an expiration date. I want room to build, to wander, to return to familiar locations, to interact with recurring NPCs, to watch the slow accretion of detail and consequence. A one-off in that context feels like a house without a foundation –furnished, perhaps, for a party, but not built for living in.

There’s also a difference in ambition. A convention game rarely tries to be more than it is. It knows its limits and, when well-run, delivers something satisfying within them. A one-shot at home, on the other hand, often aspires to be a mini-campaign or the seed of something larger, but without the time to grow into either. The result is frequently a sense of missed potential. The game ends just as things are getting interesting. I experienced this recently during a game of Dragonbane that one of my Dolmenwood players refereed for us. It was fun but also a little bit frustrating: a glimpse of something promising that ended too soon.

None of this is meant as a criticism of short-form RPG play. Many people love one-shots and mini-campaigns and probably with good reason. For me, though, the pleasure of roleplaying originates elsewhere. I want to stay, not merely pass through. I want to know the locals, not just see the sights.

But every now and then, it’s good to be a tourist.
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Published on June 15, 2025 21:00
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