It’s not nostalgia, but I think it’s something close to it.
So I will soon be running the Return to Dragon Mountain, using the Savage Worlds system. This is something I’ve wanted to do for over a year, and it’s been at least two years since I last ran Dragon Mountain, after a campaign that I ran pretty much every week for two-three years.
Looking over some of my notes, there was this great feeling of ‘I remember that,’ or ‘oh yeah, that guy,’ or such. Lots of warm, fuzzy memories.
I may have been confused as hell during Tim’s Vampire game, but I’m betting that this is a regular occurence for him and his players, as plot items long forgotten arise to the forefront of the mind.
There’s a lot to be said for that warm fuzzy feeling. I think that’s what a lot of people play long campaigns for- that sense of history, of being something larger than one’s self, a shared experience, and that tangible sense that one is participating in an act of creation.
I can’t help but wonder if there’s a trick waiting to be stumbled upon that might allow shorter term games to replicate this. I suspect collaborative-game creation is a step in the right track, but it’s actually too focused- with World Burning, you expect all the aspects involved to be used- if they aren’t it’s a waste. You need something that can surprise you by its inclusion, and give you that mnenomic jolt.
And when someone figures that out, I’ll look back on this and remember warmly.