AstroArtificer
Villager
I came across this striking Enworld post the other day, and I have been thinking about it a lot. Apparently, 37% of players basically never finish a campaign, with around half of the total participants rarely finishing games overall.
That's crazy, right? That would almost imply that fizzling is the norm for campaigns, not the exception. There are, of course, some obvious answers. Some campaigns are open-ended and run for years. Life stuff gets in the way. Scheduling. But it doesn't seem to paint the full picture.
As I read more of the thread, a recurring theme kept showing up. Campaigns kept fizzling because people just didn't want to continue the campaign anymore. Commitment wasn't there, chemistry wasn't there. It's easy to say you'll join a year-long campaign, but way more likely you'll flake out along the way.
For me personally, I have had the benefit of finishing some long campaigns. But I have equally had my fair share of fizzled campaigns, as both player and GM. I've always been happy to develop these deep character arcs and narratives for campaigns, only to sit down at a table where people just want to kick down doors and loot stuff. I have GMed campaigns where the players were more interested in fighting each other than the plot hook in front of them. These weren't bad players or GMs, but I think we all just fundamentally wanted something different from the game. Nobody had asked the right questions before the campaign started, and honestly, I'm not sure any of us even knew what questions to ask. I just didn't know how to say what I wanted.
Without that shared language, I think we end up at tables hoping for the best, and quietly disappointed when it doesn't happen.
Has this been your experience? What do you think actually kills most campaigns?
That's crazy, right? That would almost imply that fizzling is the norm for campaigns, not the exception. There are, of course, some obvious answers. Some campaigns are open-ended and run for years. Life stuff gets in the way. Scheduling. But it doesn't seem to paint the full picture.
As I read more of the thread, a recurring theme kept showing up. Campaigns kept fizzling because people just didn't want to continue the campaign anymore. Commitment wasn't there, chemistry wasn't there. It's easy to say you'll join a year-long campaign, but way more likely you'll flake out along the way.
For me personally, I have had the benefit of finishing some long campaigns. But I have equally had my fair share of fizzled campaigns, as both player and GM. I've always been happy to develop these deep character arcs and narratives for campaigns, only to sit down at a table where people just want to kick down doors and loot stuff. I have GMed campaigns where the players were more interested in fighting each other than the plot hook in front of them. These weren't bad players or GMs, but I think we all just fundamentally wanted something different from the game. Nobody had asked the right questions before the campaign started, and honestly, I'm not sure any of us even knew what questions to ask. I just didn't know how to say what I wanted.
Without that shared language, I think we end up at tables hoping for the best, and quietly disappointed when it doesn't happen.
Has this been your experience? What do you think actually kills most campaigns?






