johndesmarais
Explorer
I don’t think I understand the question? What does finish mean? (I have a Forgotten Realms campaign that’s been going since 1988).
I've come up to a solution to this as well! I actually built my game system around it. What are you working on?Yeah, you're exactly right. I think that's really what the main problem is. How are you supposed to find out who's compatible with you without first playing multiple sessions with them in the first place? We have vocab for what we want to play (systems, setting, logistics, etc.), but I think we are pretty bad at communicating how we play (our playstyle). I've been building something around this problem...
Not even for one moment. Do GMs actually run games they don't want to run? Does that actually happen? I don't know about others, but you could never convince me to run a game I don't absolutely want to run. Why would I use my happy fun time to engage in an activity that won't be fun and won't make me happy? Seems like a weird way to approach the hobby IMHO. Then again if that's a normal thing maybe it explains why there are so many RPG horror stories, because GMs are often forced into doing something they dislike, and thus put minimal effort into running said games. Yeah. Weird take IMHO. To be honest, even as a player I wouldn't want the GM to run something I liked but they didn't because that seems unfair to the GM and I would always wonder if they are bothering to put any real effort into the game. GMs aren't service providers, and players shouldn't expect them to be.You're right, but one could argue that as the GM, it's your job to cater to your audience and give them the game they want.
You're right too. Apologies if my statement sounded like it applied to everyone. It's definitely a case-by-case basis. In my case, I made most of my spare money in college running games for paying customers at my local hobby store. It was honest work, brought business to the store, and I really did have to learn to cater to the players. In that case, the facilitator is both a GM and a service provider and it did have an influence on the mindset I developed on GMing.Not even for one moment. Do GMs actually run games they don't want to run? Does that actually happen? I don't know about others, but you could never convince me to run a game I don't absolutely want to run. Why would I use my happy fun time to engage in an activity that won't be fun and won't make me happy? Seems like a weird way to approach the hobby IMHO. Then again if that's a normal thing maybe it explains why there are so many RPG horror stories, because GMs are often forced into doing something they dislike, and thus put minimal effort into running said games. Yeah. Weird take IMHO. To be honest, even as a player I wouldn't want the GM to run something I liked but they didn't because that seems unfair to the GM and I would always wonder if they are bothering to put any real effort into the game. GMs aren't service providers, and players shouldn't expect them to be.
This was my typical high school experience with gaming. We'd play for a few sessions and move on to something else.1) sometimes, the campaign has no set ending point. This is especially true of homebrews.
I've ended a few campaigns because they were going so poorly. In once case, I cancelled a Star Wars game that used Unisystem because it was the least Star Warsy game ever. It wasn't the systems fault it's just that nothing clicked. I've cancelled campaigns because none of us wanted the same experience so it made it unfun for us all. I've also cancelled campaigns because we decided the rules were terrible (I'm looking at you Fantasy Flight's Rogue Trader).2) sometimes campaigns suck
It happens. I've had to drop out of campaigns because of other obligations and I've had players do the same.3) people’s work/school demands interfere with their gaming hobby
Are wives and kids hobbies? I kid. I kid. But, yeah, time if finite and sometimes you've got to make choices.4) people’s OTHER hobbies interfere with their gaming hobby
The move away, die, or are otherwise unable to game.5) people move away
I told the police I was just LARPing a bank robbery but I still did seven years.6) people run afoul of the law, get sick, get divorced or some other major change in life
I find that happens quite a bit with DMs. We sometimes get itchy and want to play something new or different.7) something new comes along, and people would rather play THAT than continue what they’re playing.
Yup. Been there, done that, and I bought the t-shirt.8) sometimes, players aren’t engaged enough with the game, diminishing the enjoyment of the GM
That's happened to me. It usually happens when I'm having trouble with the group not being all on the same page when it comes to how we want to run the game.9) GM burnout
I've been at a few tables where there were people I didn't enjoy TRPGing with, yes. I have a couple of really good friends who TRPG that I will not TRPG with--we are just fundamentally incompatible at the table.Yeah, I'd have to agree. Real-world responsibilities don't stop because you want to run a session. But, interestingly, you mention that bad table chemistry happens, too. Do you personally have any stories about that?
I think there are homebrew GMs who think their stories need the resolutions pre-written, and I think there are homebrew GMs who are inclined to allow the stories that emerge from play to resolve in their own ways and times. A campaign that doesn't have a planned end-point can still resolve, in some way that isn't consistent with fizzling out. I know, I've done it.I think it's also worth noting that not all campaigns have an end that can be reached.
If most D&D campaigns are homebrew affairs, as WotC has previously told us, there often isn't some linear story with a beginning, middle and an end.
If your campaign is just "well, we'll play whatever adventure looks good for whatever level the characters are at now," how do you know when the end is? When they hit level 20? When they run out of interesting adventures?
Yeah, those campaigns "fizzle out" but they also didn't have a set end point, so there wasn't any finish line most of them could reach at all.
I concur. I don't think that's how the majority of games go, though.A campaign that doesn't have a planned end-point can still resolve, in some way that isn't consistent with fizzling out. I know, I've done it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.