195 – Sequel Campaigns

The Mythcreant Podcast

Sometimes you finish a super fun roleplaying campaign, and all you can think is that you want more. MOAR. So why not run a sequel campaign, or at least badger your GM until they do it? That’s what we’re talking about today. Listen as we discuss the hurdles to such sequels, how you can best succeed, and why a certain GM who shall remain nameless* should really run part two of their campaign already.

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Opening and closing theme: The Princess Who Saved Herself by Jonathan Coulton. Used with permission.

Show Notes:

True Detective

Mad Max

Legend of Korra


Six Tips For Sequels

Star Trek: Discovery

Bonus: Gaze upon our characters from Whispers Call My Name, Chris’ campaign we keep talking about. 

Treat your friends to an evening of dark ritual murder. In a fictional game scenario, of course. Uncover your lost memories and save the day in our stand-alone game, The Voyage.

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  1. Prince Infidel

    I really want more details on this game Chris ran. More on the premise.
    What system did you use? Who played what? More! Moare!

    • Oren Ashkenazi

      It was super cool. The premise was that we were all high school students who would transform into some kind of magical creature over the course of the game, and that transformation mirrored a character arc we decided on with Chris at the beginning. For example, my character (Chel, lower left) was possessed by the spirit of a dead leader, which gave her the ability to magically influence large groups of people. This tied into her arc of being afraid of the spotlight, since she had to overcome her fears to use her powers properly. Sasha (upper right) became a vampire, which gave her the ability to speak with and learn from the dead. This played heavily into her arc of learning to do better on school work, since she was a super jock.

      The system was a really stripped down and modified version of Chronicles of Darkness. So modified that it was barely recognizable, for that matter.

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