• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

The Horror! of a Game That Never Ends

We've all been there: as kids, we started a Dungeons & Dragons campaign but never imagined, decades later, that we'd still be playing in a world we made up. Does it ever end? Should it?

We've all been there: as kids, we started a Dungeons & Dragons campaign but never imagined, decades later, that we'd still be playing in a world we made up. Does it ever end? Should it?
infinity-2019466_1280.png

Picture courtesy of Pixabay.

Dungeons & Dragon's campaign life cycle has always varied with its players. Co-creator Gary Gygax played with his friends and his children, with no theoretical upper limit on level advancement. Dungeon Masters who grew up in the 80s may still be running campaigns in their homegrown worlds decades later, even if it's not the same characters.

This can be quite intimidating to new players. Most tabletop gamers who are accustomed to board games can imagine playing a session for an hour or two at most; playing for four or more hours at a time is a serious commitment.

A campaign is even more daunting. Playing on and off for months or years can seem like another job (and for many DMs, it is). With no actual end, the game can go on forever. For an example for just how long, see Robert Wardhaugh's campaign that's been running continuously for 35 years.

When the Game Ends

There are obvious in-game reasons for why campaigns end. Total party kills can dampen enthusiasm. I had two campaigns that ended this way in high school.

Also, some campaigns end because players achieve their goals. It took some time before my Advanced Dungeons & Dragons campaign culminated in a finale that featured the defeat of the final boss. When it did end, we promptly started up another campaign set in the same world. That second campaign never wrapped, because I moved for college.

Players or the DM moving are just one example of how real-life reasons campaigns can fizzle out. One of the appeals of D&D is its episodic nature, ideal for gamers who have free time on their hands and no competing entertainment. This makes the average campaign ideally suited for four years, be it in high school or university. In my case, we played for eight years across both.

But then I moved, and the campaign fell apart, which brings us to another reason campaigns end without really wrapping up. Players move away, get married, get jobs, and--more grimly as we all get older--pass away. Keeping a campaign going after playing for decades with the same players can become increasingly challenging as real life responsibilities press in.

After my initial, successful D&D campaign, I ran another D&D game set in a different campaign setting that successfully wrapped up after three years, a D20 Modern/Call of Cthulhu setting that wrapped up after three years (but that my players later admitted they disliked), and an online Pathfinder campaign that ended after three years without wrapping up. The last two campaigns soured me on running a game without a conclusion. With my latest campaign I set out to address those mistakes.

You Can Check Out At Any Time, But Can You Leave?

A few things became apparent with marathon sessions in which we played together once a month for eight hours at a time: nobody remembered what happened between games, if a player missed the game they missed a whole lot, and the buzz from a great session wasn't enough to sustain my creative juices until the next session. Something had to change.
  • I've since shifted my online game to playing once a week. Playing weekly is critical, using Facebook and other social media to keep everyone connected. It's brief enough that players can still remember what happened from game to game. Despite this, we rarely actually play two consecutive weeks in a row due to competing adult responsibilities that demand all of our time.
  • We also play for shorter periods of time. As much as we'd like to run a game for longer, our games tend to run for about three hours each night.
  • We play with up to six players, with the understanding that we will still play if there's at least four players available. This keeps the game moving forward no matter what (we do make exceptions for the finale, where everyone has a chance to experience the last game).
  • But perhaps most important is that I've written my adventures so that there are natural breaks where current players can leave and new players can join. This creates a more natural and pleasant departure for a player and their character to leave vs the alternative of not showing up anymore, or an awkward explanation as to why a player's character disappeared. It provides an in-game pause that accommodates real life.
We're running a game with a new player who is currently just observing to decide if she wants to join. Watching experienced role-players laughing and joking together may seem intimidating; but by parsing out sessions and giving players a means of leaving with no hard feelings, I'm hopeful it makes joining an ongoing campaign a little less terrifying.
 

log in or register to remove this ad

Michael Tresca

Michael Tresca

It is not terribly complicated to write a short campaign of 3-4 sessions as a trial-run (or even a one-shot!). In the final session of those 3-4 sessions, you as a DM have the option to put in plot hooks for a much larger story-arch, or not.

Anyway, as so often, this is why you need to have a Session Zero. Check what your players actually want.

Longest campaign I run is about 40 sessions (yes, I keep count), and about 3 years. That is a single story-line with a group of heroes.
 

log in or register to remove this ad

SavageCole

Punk Rock Warlord
While I’ve run game that run for more than a year at a clip, I can count those on one hand.

Does anyone else use a “season” structure? Season (UK: series) being used in a television sense. When I set up a campaign, I let people know that I’ve got certain themes and a general sweep planned that will carry us through a season of the campaign. That season may last 6-12 sessions, after which we’ll pause and probably play a season of a completely different story or game. If we enjoyed a game, we will often come back with a new season (largely same characters, continuation but exploring new themes, etc.)

Before that we started campaigns with various GMs that just ended when everyone got bored.
 

univoxs

That's my dog, Walter
Supporter
While I’ve run game that run for more than a year at a clip, I can count those on one hand.

Does anyone else use a “season” structure? Season (UK: series) being used in a television sense. When I set up a campaign, I let people know that I’ve got certain themes and a general sweep planned that will carry us through a season of the campaign. That season may last 6-12 sessions, after which we’ll pause and probably play a season of a completely different story or game. If we enjoyed a game, we will often come back with a new season (largely same characters, continuation but exploring new themes, etc.)

Before that we started campaigns with various GMs that just ended when everyone got bored.

I have done the "Season" idea many times. My Vampire Masquerade went off and on for about a decade. The relationships that were developed were so strong by that point. It was all very organic and my role as a GM changed. I really just sat back and arbitrated. I find that the less I have to do as a GM the more fun I am having.
 

MGibster

Legend
My group typically meets every week for a four hour session which usually has three hours of solid gaming with one hour being reserved for socializing and bullshitting. On occasion the session may last a bit longer when we're playing out something riveting or we're close to an appropriate stopping point but now is not it.

My campaigns are usually measured in months with the longest one I've run in recent years clocking in at around 9 months. I just ended my Acquisitions, Inc. D&D campaign last night after it ran for about 5 months with the PCs progressing from level 3 to level 9.
 


Honestly, I'd never want to run a campaign that doesn't end. I think that there are lessons to be learned in starting afresh, in learning how to end a story successfully and gracefully. If you never finish a campaign, a person misses that. Sometimes you need to clear the table and set it anew.

My campaigns generally run about 2-3 years, unless they're designed to be short-term. I think my longest one ran four years. By the time we reached the conclusion, I was totally done.
 

Mannahnin

Scion of Murgen (He/Him)
The title of this seems to be suggesting that long-running games are bad.
I suspect that it's just because he posted it on Saturday, and had decided to start all his October posts in this series with "The Horror of..." for the Halloween theme. This one just didn't fit as well. Though I can see how a really long running game can be intimidating; either from the perspective of the GM trying to run it, or a player trying to join it, not having all the backstory, and trying to fit in with players who've been in it for years. That being said, on the flipside, it can have wonderful depth and a sense of history and continuity that's hard to find. :)


 


talien

Community Supporter
I suspect that it's just because he posted it on Saturday, and had decided to start all his October posts in this series with "The Horror of..." for the Halloween theme. This one just didn't fit as well. Though I can see how a really long running game can be intimidating; either from the perspective of the GM trying to run it, or a player trying to join it, not having all the backstory, and trying to fit in with players who've been in it for years. That being said, on the flipside, it can have wonderful depth and a sense of history and continuity that's hard to find. :)
This article was inspired by the theme of horror when my new potential player (who has yet to join our campaign) decided she just wanted to watch the game first.

Most people do not play games that last as long as D&D games. I don't think I'd feel comfortable pitching a game to a new player that "could last for three years, minimum." It sounds like a lot of work, and it is for everyone involved.

The difference is that we willingly do that work. But for a new player, who doesn't know me or the game, it sounds like you're signing up for a second job that will take up considerable mental and emotional space. I'm so used to the idea of playing D&D that it was a bit of a shock to me to consider someone might have reservations about playing, and those reservations might be based on the fact that most folks have experience with board game nights that last a few hours at most.

I fully advocate long campaigns (as the examples in the article show), but I also recognize that there has to be a compromise to allow new players to feel comfortable that they can leave at any time. The last thing anybody wants are players who feel OBLIGATED to play but actually don't play very well at all. I've had that before and it ruins a game.

Or to put it another way, what us experienced gamers find fun and engaging, outsiders might find intimidating and uncomfortable.
 

Lanefan

Victoria Rules
Most people do not play games that last as long as D&D games. I don't think I'd feel comfortable pitching a game to a new player that "could last for three years, minimum." It sounds like a lot of work, and it is for everyone involved.
My pitch is "It'll last for the rest of your life or mine, whichever ends first; unless for whatever reason it runs out of steam sooner."
The difference is that we willingly do that work. But for a new player, who doesn't know me or the game, it sounds like you're signing up for a second job that will take up considerable mental and emotional space. I'm so used to the idea of playing D&D that it was a bit of a shock to me to consider someone might have reservations about playing, and those reservations might be based on the fact that most folks have experience with board game nights that last a few hours at most.
Turn that around, though: if that person has been meeting friends every week for a year for board-game night, what's the difference if the game played becomes D&D?
I fully advocate long campaigns (as the examples in the article show), but I also recognize that there has to be a compromise to allow new players to feel comfortable that they can leave at any time. The last thing anybody wants are players who feel OBLIGATED to play but actually don't play very well at all. I've had that before and it ruins a game.
I completely agree that coming into a long-running campaign can be daunting for a new player. And players generally know they can leave at any time - I'm their DM, not their boss! :) They're also aware that in most cases they can come back at any time if there's room for 'em.
 

Remove ads

Remove ads

Top