Why do so many campaigns never finish? Genuinely curious what others think

It's not like having closed campaigns with a beginning, middle and end point was some rare thing that never appeared until 2000 when Paizo started doing Adventure Paths.

Closed campaigns like that was default way we played over 20 years ago in HS. It just made sense. And we played homebrew settings and adventures since published adventures were hard to come by and expensive and we really had no ideas that magazines like Dungeon or Dragon even existed. I saw few times White Dwarf magazine in bookstore that had some foreign magazines but price was ridiculous ( 3-4x times original retail price). When fast internet came around in 2005/6, we mostly relied on scanned pdf and those were for most part books with player options or occasional setting book.

Published adventures were more USA/UK thing. In eastern/south eastern Europe, make your own adventure and setting was usually only option.
 

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Yeah, but at this point you seem more into characterizing positions nobody explicitly took than actually discussing the matter.

I never said anything like, "it was all random sandboxes", and I don't expect anyone else did either.

I don't see any reason to discuss with you if that's going to be your approach.

Have a good one.

When someone suggests something is a relatively new phenomenon and I very much saw it otherwise, I'm going to say that. If that offends you, so be it.
 

When someone suggests something is a relatively new phenomenon and I very much saw it otherwise, I'm going to say that. If that offends you, so be it.

1) The question isn't when the first event happened, but how common it was in published form.

2) I am not offended by you claiming to haver seen it. I am offended by you strawmanning me to my face.
 

When continuing the campaign seems to require more motivation than just scrapping it. The root cause may be scheduling, or distraction by something new, or whatever, but they end when the group, and especially the GM, just decides that it isn't worth the effort anymore.

I feel like the solution is to specifically focus on modestly-sized campaigns with clear goals, and no expectation of the campaign lingering when you accomplish those.

Really, the question shouldn't be limited to campaigns. The same phenomena happens to TV shows, for instance, or book series, or movie franchises. Why do they fizzle out? Because people try to stretch them without any clear direction long after the interest in it starts to fade. You either need a clear direction and some discipline to stay on task, or you need to have limited scope and be willing to be done when you've accomplished your scope. Can you imagine if the X-files had always been geared towards a satisfying conclusion after 4-5 seasons or so instead of continuing into it's 11th or 12th or whatever the last season was, when the audience had long been wondering what the point was anymore? It's really the exact same phenomena.

And with campaigns, maybe there is a clear goal, but most published campaigns, at least, have a very meandering route to get there, which means lack of discipline on the main message. I think shorter, more disciplined campaigns would tend to get finished at a much higher rate than what we currently see.

Then, if it was popular with the group, you can discuss if you want to do a sequel or follow-up, or just start over with something else, rather than try to keep it open ended into perpetuity. That's the model that seems designed to fail more often than not.
 

Real life. When we were young, we had fewer responsibilities or at least responsibilities that were easier to shuffle around. As adults, we have to deal with children, jobs, and school. Sometimes in multiples. I know that's what has derailed most of the campaigns I've played in or run that didn't wrap up neatly. Back when we only had to deal with one of these things at most, getting to game night was a lot easier.
75% this. More often, with my gaming group of the last 3 decades, this results in player turnover. Kevin got a night job, so he can't make it to Monday night's game. Carl got married. Michael switched jobs. Jay's boss changed, and California-timed meetings interfered with our game-time. (Carl and Michael rejoined the group years later; Kevin has cameo/"guest-star" sessions with us around Christmas.)

The other 25% is usually a mutual decision that the storyline no longer is "interesting"/"worth it". I had a campaign stop shortly after the big bad was triggered (a massive horde of undead that destroyed the party's home village")... and the PCs decided, after rerouting the horde, that they'd rather return home and rebuild. I had another campaign get a bit lost between "explore the post-apocalyptic history" vs. "deal with the scheming noble that set them up"... and the players revealed they actually just didn't care for either storyline enough. I played in a game (Aces & Eights) where it took us 4 sessions to meet, start on the intro journey, have the carriage breakdown on day 2, and fight off 3 robbers... we all just looked at the GM and said "yeah, no thanks, we're done". [That'd be more "GM style" than "Storyline", though.] A superhero game we played got too confusing (and we got too powerful), and we all decided we enjoyed it but were done, abruptly.

But most of the time... Real Life interferes with players' (including the GM's) ability to attend.
 

1) The question isn't when the first event happened, but how common it was in published form.

When the suggestion is the published form starting the trend, I think its perfectly relevant to note it well predated that in the wild.

2) I am not offended by you claiming to haver seen it. I am offended by you strawmanning me to my face.

Then be offended because you seem to have decided I was making a different point than I was and getting bent out of shape about it.
 

One thing that helped us is we started to plan campaigns around school year. We realized that 2.5 months of summer holidays tend to kill momentum, we forget where we left off, details about characters etc. So, any campaign is planned to start mid September to early October and end mid July, with Christmas/new year 2 week break and Easter one week brake. While it cuts away good chunk of available weekends, we can usually manage 20-25 sessions.
 

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