I would like to differentiate between campaigns not completing and people leaving a group.
We've had people leave the group in the past because they either:
- Didn't fit in with the rest of the group (had this happen with an old friend from school).
- They felt they were too 'adult' for it (moving into another phase of their lives, where they thought pnp RPGs didn't fit), sometimes they have a change of mind a few decades later.
- They were no longer welcome due to certain behaviors.
We suspended the group for a decade or so when everyone was suddenly very busy when were not used to it being that busy, mostly due to work, and family obligations. But the last couple of years the person that has kids is able to plan around family stuff. Realizing they need some fun for themselves as well.
We still run into occasional temporary issues on this front:
- Sometimes we move things around due to family obligations for one person (a birthday/party).
- Vacations.
- A year and a half ago I was not a nice person to play with (stress), so I bowed out for a few months.
We're an old group, been playing with these people for ~35 years, and when we didn't play pnp RPGs, we played boardgames. Traditionally three of us take turns DMing, and last year the fourth person (left) in our group tried their first time DMing a D&D adventure.
When we were younger we all made our own adventures, often even our own world/cities. But playing the same thing for many, many months could cause issues. Either boredom, burnout, or other people wanting their turn DMing. Another thing we did was play the same party across multiple DMs.
A couple of years ago we started playing D&D5e again, first one DM, then another DMing the same party (which already created some issues). Then I had to bow out for a few months and they continued playing, but they created a new party to play with while I was gone, they had a great time, but were happy when I rejoined and we continued where we left of before we left. Eventually our fourth DM would have their first turn and continued with the same party. The previous DM didn't want to play their old character again (got bored of it and it just wasn't enjoyable anymore for them). The first time DM started strong, but fizzled out rather quickly... Having underestimated how much time DMing took and how quickly you could burnout on DMing (we've all been there).
Next, it was my turn, and instead of continuing with the existing party, I wanted to start with a clean slate. Why? Because I didn't want to inherit what the previous three cooks had cooked up. Too many cooks, with each their own ideas and directions, just like I have. So we started at level 1, a new campaign, a different location, a different style. It was an experiment, but a successful one, and people still enjoy it. But having learned from previous campaigns, I didn't expect that to last forever, so I left room for some stuff in the campaign to 'mix things up', but I still felt that wouldn't be enough. I also had a desire to DM/play other things (outside our standard D&D FR campaigns). Eventually someone went on vacation and someone else wanted to DM a one-shot Heist in D&D, we had a two session game and we had a LOT of fun. We spend a LOT of time analyzing what went right and what went wrong, but also why we felt it was a breath of fresh air...
Our conclusions are:
- Do not run a campaign with multiple cooks each doing their own thing, it makes the world seem disjointed, the party a mess, and frustration is created by all the DMs as others step on toes or ignore previous storylines.
- Parties were we introduce new members and old ones 'retire' for a DM swap don't work as well. Existing characters have a synergy, adding a new party member is problematic, it either forces the new player to exactly fit into the existing synergy (which isn't fair to the new player) or they don't fit well in the party.
- Having short breaks from the main campaign, doing something else, can be very fun!
So we have decided that when we DM something it's somewhere else from where the other DMs are DMing in a world. No more continues campaigns, if someone else DMs we put the other campaign/party on pause. We can have one-shots of 2-3 sessions of other DMs doing something different from the current main campaign. But people need to pitch that to the rest of the group, do we like that idea, fine, we'll play!
This fixes many of our issues with boredom, DM burnout, vacations, etc.