I guess not all my interrogations of the gaming hive-mind can hit the motherload.
My recent enquiry (about whether it is better for a gamesmaster - looking to hold down a successful campaign for the long haul - to run something he is deeply passionate about or run something that he thinks he will fall in love during the campaign) didn't exactly set the Interwebz on fire.
A couple of people interestingly came at the issue from the players' perspective, with veteran gamer Paul Maplesden saying on Facebook that he likes "being surprised by games. I tend to go in with no expectations, so when something lovely happens, it's a delight."
Gordon Richards used some examples from his own experience as a player, explaining that "the best campaign I ever played in was a Hollow Earth Expedition one. I loved it. So did the GM. I later found out the other two players thought it was alright but...
"I played in another lengthy campaign,Vampire The Dark Ages, with the same group. Not really my cup of tea but I persevered because a couple of the guys loved it and were having a blast.
"So what's a great campaign for one person doesn't always mean it's great for every one."
Among the other replies I got however was this fantastic response from
"What makes a good long term game (or any relationship, really, since the game is essentially a contextualized relationship between players and GM), is less about the content of the relationship and more about the commitment of those involved.
"This is an interesting and fuzzy thing to manage, as there is rarely a formalized agreement enacted beforehand which states the expected level of commitment from the participants. So it falls to the GM to constantly generate commitment from the players to sustain the gaming relationship.
"So how does one most efficiently and effectively do this? That will vary from person to person, but I think the critical component to consider is the breadth of experience a GM can provide in any given setting, and what kind of engagement the players respond best to.
"So I think the ideal campaign to run is one which you are most familiar with and can explore a gamut of themes and experiences within, but also of critical importance is giving the players enough agency and drive to establish and work toward their own goals.
"If they are coming back every week to get one step closer to carving out their own kingdom from the wilderness, all you have to do is take joy from their passion as well as make them work for it.
"We appreciate best those things we build ourselves, and the more adversity we can overcome in the process, the more of our own blood we shed in the process, the dearer that goal becomes, so long as achieving it seems realistic.
"If you commit to providing that for your players, I think they will come back as long as you are willing to give them a world to run in."