Maxperson
Morkus from Orkus
I think that really depends on the situation. My main group is a group of guys who have been playing together for 20-40+ years, with the guy who has been with us for 20 years being the son of the guy I've been playing with since 1984. For my group it's not even a question that the concept goes away.I think tightly curated settings are great fun.
But if the players aren't interested, then it's the concept that goes away, not the players.
Maybe another group at another time may want to try that idea; if not, it doesn't make it to the table just like thousands of other campaign ideas I've had.
Normally how my group does it is that the night the campaign ends, we brainstorm ideas and everyone(including me) puts in 4 ideas without saying anything to anyone. Then the ideas are revealed and if there are duplicates, someone puts in a different idea. Then all 5 of us get to just remove one idea from the group that we least want to play. Then voting happens with each idea getting a number from 1-15 with no duplicates, from each player and myself. The top 3 get a vote off with the number 1 idea winning and being the concept for the next campaign. Nobody has had any issues with the concept or curation(if any), because it came from us and was the most popular idea.
Once, though, they just told me at the end of the campaign to come up with something on my own. So I worked out something with demons starting to spill into the world, some possessing people and trying to take over. After a few sessions the PCs turned to one another and said, "These Demons have been freaking us out. Let's get out of here." Another was like, "Why don't go south and become pirates?" So that's what they did. The demon thing kept going in the background with periodic rolls in my part to see how the rest of the world was handling it. The group as pirates did hear rumor and occasionally some demon part of what was going on touched them tangentially, but as a whole they just abandoned that concept and it wasn't what they were doing.
Now, if instead I were combing local game stores for players to play in an idea I had, if you didn't want to play in it, no worries. I'll find someone else. In that sort of situation, the potential player goes away, not the concept.


