EzekielRaiden
Follower of the Way
Sure. As with many things, the particular mix will vary, but yes. In general, I find "this ended up harder than we expected" is a pretty common event for most players though.I second this motion. All in favour?
Flip side: it's also fun when sometimes (but not too often) a seeming cakewalk somehow ends up proving to be a major headache for them.
I personally don't think it needs to be everyone 100% on board for everyone else's goals all the time. Instead, they need to care about supporting one another as players, and their characters, even if they don't "get along" in a friendship kind of way, need to act as a team when it's needed.The key (and IME close-to-unachievable) piece here is "together"; that the players decided in-character that the same thing mattered to all of them rather than the more usual where each decides that a different thing matters and they end up trying to pull the party in five directions at once (or, taken to the extreme, the party splits up to pursue different goals; I've seen this a few times).
In other words, you need some in-character esprit de corps, or better yet, genuine camaraderie and friendship (since that's much more reliable), and out-of-character, you need players who actually...y'know...like and respect each other and want one another to have the best possible time they can.
This is a big part of why I discourage PVP and gross (as in severe) immaturity. The occasional puerile joke is no problem, but if players are genuinely spoiling one another's fun because they're too lackadasical or too selfish to care about their fellow players, they're never going to be able to enjoy an experience like this. It's simply not compatible with that level of....well, for lack of a better term, pettiness. If the players cannot show respect to one another, they'll never be able to build this kind of experience, and they probably should be kept on a railroad, as they can't actually be trusted to behave themselves.
Many, I'd argue the vast majority, of us do not have the luxury of "we will keep gaming for the next 2-3 decades." Some day, the campaign must end. It might take years. But sooner or later, it ends, and when it does, the conclusion needs to be reasonably satisfying. Naturally, until it's time to wrap things up for the final time, you want to keep the ball rolling. The seeds of the next plot are planted during the flowering of the current one--that's just good storytelling.That, and my goal is rarely if ever to get things to either a Dark Ending or a Golden Ending, mostly because I'm not looking for any kind of ending. Better for me would be a Dark Continuation or a Golden Continuation; as one arc finishes another one or two or three arcs that have been lurking in the background for a while rise to take its place.
But there really is such a thing as excessively delayed gratification. Narrative blue balls, if you like. World of Warcraft suffered that particular problem very badly. The TV show Lost had the same problem; they built up tension and the promise of major reveals over and over and over...and did so well past any real ability to draw it to a real conclusion, so that when it finally dropped, it was a bitter disappointment to fans.
For the majority of players who don't have the luxury of "the adventure continues...", there's a real need for slowly but surely building toward various final conclusions.