Burning Wheel: I realize this is a no-duh kind of thing but man, playing that game short-term misses out on character growth, trait votes, seeing Beliefs evolve, the things that make this game sweet. I am still tinkering with an essay about playing this game for a few years in a solid campaign and will get around to posting it up somewhere soonish.
Dogs in the Vineyard: Ya know, this game isn’t about judgment. It is about how rendering judgment changes these poor kids who are told to make the world a better place with only a book and a gun to guide them. Those changes take anywhere from three to half a dozen games to really start to see and then suddenly that blond cherub you started out with is a different creature all together.
Primetime Adventures: Despite a one-shot of PTA being one of my favorite games ever, it really shines in entirely new ways with a season of play. I’d have to have at least a 5 game season to play that again and honestly, I’d want two.
Sorcerer: Man, but this means not playing Mu at cons and I am sure I will get a hankering for doing that before too long. Still, even with the very best con scenarios of Dictionary of Mu, it is always that next session, that next four hours of play that would have been really keen.
I am noticing something similar with the Mouse Guard games I have played. The first game is about getting comfy and learning the rules but that second mission grows organically from the first. Either Gwendolyn sends the guards-mice out on a mission to cover up some holes created from their first time out or the players don’t go back to Lockhaven in order to make the Territories a better place. The second session is where things start to really heat up, where the mission is suddenly quite personal.