My wife Magi and I have been watching Bosch together recently, and I’ve been thinking about the trend toward 10-episode seasons for TV shows on streaming services. Game of Thrones used that format (more or less), as did Star Trek: Strange New Worlds, which I really enjoyed. I kind of like the idea for tabletop gaming purposes. I ran a weekly Champions game for almost a year before I needed a break, but it was too much for me to handle the pressure of preparation, even with a lot of free time to come up with interesting villains, maps, and virtual tabletop tokens..

Grinding in a 162-game baseball season is one thing, but when you’re doing something creative, it isn’t necessarily the best practice. I was thinking toward the end of that experience about the Aaron Sorkin-driven Studio 60 on the Sunset Strip, with its never-ending clock that counted down until the next airtime of their fictional TV show. Even when the power went out, the digital clock just kept ticking by some almost metaphorical means. That’s what running an ongoing weekly game felt like.

I think that taking the time to put together 10 games with a fairly tight plot that includes a resolution in the end, that also plants seeds for future events, sounds really nice. And with my recent Star Trek Adventures campaign as an example, you can figure out if it’s just not working and you’re not locked into it for the long term if it isn’t.

I spent a big part of the pandemic collecting superhero role playing games and supplements, but I also picked up Star Trek games, Star Wars games, and a few others. I had a lot of fun with that, because I would buy them in big lots to get the unit price down on the ones I needed for my collection, and then I’d sell off the duplicates in smaller batches, getting the unit price up to a level where I was nearly breaking even. I was collecting for hardly any cost except for my time. And since I enjoyed what I was doing, that was no cost at all.

One of my favorite games to pick up was Mutants & Masterminds. I played in a short campaign back in 2009, but that was another edition of the game. I didn’t know the rules and just kind of went along with whatever the gamemaster said I could or could not do. I never got a real feel for the rules. The most recent edition, the third edition, has the advantage of having four sourcebooks featuring DC Comics characters that I am familiar with. I could kind of get a better handle on the game that way. But the best resource for learning about it was the actual play podcast, Masks and Mayhem. Listening to four people kind of struggle their way through learning the game while playing at the same time was a lot of fun. Mutants & Masterminds is more of a narrative game than Champions, and I’m not sure how that would go with the current group I play with. But that’s where the 10-game campaign would probably work best. Just the other day, I found myself pulling out game tokens for future use from an M&M supplement. If I take my time and put together a decent 10-game run at a leisurely pace, I think it would be a lot more fun for everyone.

Running games is one of my favorite things to do. It’s a lot like writing comics, except you get immediate feedback on your story, whether the intended audience enjoys it or not. The surprises that come with cooperative storytelling are an added bonus. Oftimes, a player’s speculation on what they think is happening is better than what the gamemaster had in mind in the first place, and a good GM will make a minor adjustment to make that speculation the truth. A great gamemaster can sell the players on the idea that it’s what they had in mind the whole time. Unfortunately, I’m not a great gamemaster. I am, however, a good one, and I’m not too proud to switch gears when someone has a better idea than mine, as long as it’s entertaining for everyone. After all, that’s the purpose of the game in the first place.

I think that running a 10-run campaign would be beneficial in other ways. I would have time to write out campaign summaries in some detail. It’s something I used to do back in the 90s when I ran a bi-weekly game. I lived in Michigan City, Indiana, and all my players lived in west Michigan, so I had a 65-minute commute each way to a friend’s house in Paw Paw, where we played. I didn’t mind this commute. I do some of my best thinking when I’m driving on the highway. I’d have time to visualize the game on my way there, and on the way back, I used my Sony microcassette recorder to dictate the game summary while it was still fresh in my mind. The next morning, I would transcribe the summary on my keyboard and distribute it to the players electronically, using our BBS. Yes, those were the days! Now I could just use WordPress, or Discord if I wanted immediate feedback. When I was running a weekly campaign for the long haul, I just couldn’t find the time.

Some of the campaigns I might like to run:

Wild Cards: Flashback–Set in 1986 after the Astronomer’s defeat and during the WHO tour that takes most of the well-known aces abroad, a mysterious drug called Flashback appears on the streets of Jokertown. One dose sends the user on a 12-hour hallucination of the way things used to be, allowing jokers to forget their deformities, at least temporarily. Highly addictive, each successive dose lasts roughly half the time of the previous one. Can a small group of aces and jokers uncover the truth behind the drug epidemic? Mutants & Masterminds 3rd Edition.

M&M Wild Cards



Star Trek: Chimera–While the captain of the starship Challenger (and most of the main characters) is on a landing party, the ship is taken over by once-human Augments who have melded their DNA with other humanoid races from the Alpha Quadrant. Can the landing party hope to sneak aboard and re-take Challenger? FASA’s Star Trek The Roleplaying Game 2nd Edition.

Challenger in orbit

Champions 1989: Escape from Stronghold–With the Champions gone missing, can the player characters prevent a mass escape of the “classic enemies” from the superprison, Stonghold? Champions 4th Edition.

Classic Enemies from Hero Games