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

I think finding the right formula of playstyle and interest for completing a campaign is rare. For a long time you had rely on whoever you could find locally. The internet seemed to open up a larger pool for a GM, but it also brought a lot of the same local issues to your virtual doorstep. Meaning, it is still a challenge to find a group that works in the long haul. Even the folks talking open-ended never really end games that are years deep will admit they found the right combo of playstyles to make that happen.

While the folks who chat all day online about RPGs have the language to describe what they are looking for, I think the average gamer lacks that articulation. They might not even know what they really want and sometimes the only way to find out is to play. So, they sign up for things they dont truly understand and then find out they dont want it at your expense.

So, Ive changed to running/playing more one-shots and shorter games. Taking inventory of folks that I enjoy playing with and think could be candidates for that long-haul type game. Then, when I got the right players for it, I roll out the campaign.

Yeap, Ive found my best friends sometimes make the worst gamers.
The hard truth is that not all of your friends make for good D&D friends. Many people (especially casual games) play with whom they can get, not who they really want to play with. That's a bit hard to know unless you have a high degree of self-awareness, which is definitely not the norm. You're right in that the average gamer lacks articulation. This is especially true for pro-GMs, but running one-shots is sort of like an interview; you get a few sessions to understand what a player is like.

It's a bit of effort ot find that mythical combo that can make a campaign go long. Quite a bit of effort.

I've been thinking about this topic a bit too much. I ended up creating a language that I hope can bridge that gap so we can understand each other's playstyles. Would be genuinely curious to hear your thoughts on this, or potentially what it's lacking.

 

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The number one thing is fairly simple apathy: people don't care. They are not willing to make the time, as they just don't care. "eh, whatever".

Number two is the spot light complaint. They some how want the game to be tier personal wish fulfillment. They will complain if they have to sit around for even a few minutes because another player is doing something. Then they will simply say "the game is no fun".
So aside from external circumstances that people can't control (like life), I genuinely believe this is a major killer of campaigns. A lot of groups that collapse and never get past the first honeymoon sessions are working through that. A lot of them realized that they don't jive with the campaign (which has been my experience with some unfortunate campaigns)
 


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.
[snip]
Has this been your experience? What do you think actually kills most campaigns?
My campaigns seldom have a fixed end in sight at outset. The few that have had are the exceptions.

My Elestrial Concordat campaign had a clear endpoint - Developing a reliably working navigable J2 drive. They hit it, and several PCs then promptly retired. Along with a number of NPCs.

My Alien Campaigns had a clear endpoint in mind: the eventual Xenomorph induced TPK. one of three hit that. The other two failed due to the real world pandemic, coupled with a bunch of at home stress, lead to not being able to run a game with a pandemic while living through a pandemic.

My star trek campaigns usually don't have an end point in mind... but one ended due to promotion out of too many PCs. Another couple ended with TSDs. One PD1 campaign ended with 4 PC's promoted off of 6 PCs. Two CPOs, and two LtCdrs.
One did - make it through the Klingon War. They did... becuase they built a second Spore Drive... USS Felicette, Crossfield Class, and they got the notes from Stamets... and when Discovery met problem with Control, they opted to jump ahead as had Discovery.

Star Wars, we go until the PCs become unweildy, or the Battle of Endor, whichever comes first.
Exception: Chronicles of the Gatekeeper: that was, both times, a once through. Once in playtest, once in published.

My two campaigns of Daggerheart were contracted to an endpoint, and both hit it.

T2K is always aimed for the TPK or making it home. Only one group made it home. Of 4 over the years.

For various FL YZE games, it's been scenario by scenario... and after the last one, both Vaesen and Tales from the Loop ended after a scenario went really poorly.

Many campaigns end with a triumph at a given adventure, and players and I wanting to move on.
 

It makes me wonder what the true split between both types of games is. It honestly would be really hard to get data on the first (failed) type because people probably don't want to admit that. I feel like we see more of the second type because of survivorship bias. That being said, that's just my opinion.
I think there's loads of the first type, the ones that sink within just a few sessions for [fill in reason here]. I've DMed one or two of those myself and been in a few others. We just tend to forget them as irrelevancies after a while, as opposed to a much longer game that founders but is far more likely to be remembered later.
 

I'd love to hear what you came up with!

I made a 5-axis system that provides 16 distinct player archetypes.

External/Internal - How a player gets energized by a session. Do they get excited by things happening at the table, or by their internal worlds?
Concrete/Abstract - How the player likes to process information. Do they like the specific details, or like to think in grander themes?
People/Mechanical - What is the player there for? Characters and other people, or the game system itself?
Planned/Spontaneous - How does the player like to deal with situations? Do they spend a session arguing about how to kick down a door, or do they just go guns blazing?
Casual/Immersive - What is the player's emotional investment? Do they get sad over their PC's death, or are they excited to roll up with their new character?

I then paid this with the 8 types of TTRPG fun, to see why the player is there. And that is narrative, fantasy, discovery, challenge, fellowship, expression, sensory, and submission.

I have a more in-depth deep dive into the compatibility system here (Player Archetypes: The 16 TTRPG Personality Types)
Damn, funny how we both came up with archetype-based solutions! This is really good. Yes, I completely agree that setting player and GM expectations through archetypes is the way to go.

I did it through creating my own game system (One of Us Will Die) so it's definitely different. On my side, it was a little more selfish because I made it a narrative heavy game, which means my players are filltered to the sort that enjoy that sort of gameplay. As a GM, I personally prefer playing with Bards and Clerics so I made the system cater to them, but that's where I stopped with playstyle.

The next level of level of categorization, I took was asking the question as to what story these players wanted to tell with their characters, so I created the game's character classification system based, not on the abilities a certain character had, but on the sort of story the players wanted to tell.

Each archetype had it's own playbook, and was basically a template based on how these archetypes play out in fiction. The example below is The Lover, which a player would choose if they wanted to tell any kind of love story.

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There are also other character archetypes such as The Scorned (which tells a revenge arc), The Child (which tells a coming of age arc), The Sinner (which tells a redemption arc, or alternatively a villain arc) and the list goes on. I came up with twenty archetypes.

The aim of this system was to set expectations for both the GM and the player. The GM would know precisely what sort of tale the player is trying to tell, so a good one would know exactly how to challenge them, surprise them, reward them, and most importantly how to torture the heck out of them. The player would also be given absolute shameless freedom to play that role because the system rewards players for playing into their archetypes through dramatic moments. For example, someone I know who was often seen as annoying for talking so much about oppressive systems so much during D&D games picked up The Rebel and did the same. It felt more natural in this setting because many of the Rebel's story milestones (which are how the player characters advance) involve them speaking out against the unfair oppressive system this character lives in. I no longer felt like I had no idea what to do with this player because now that I know exactly what he wants, all I need to do is constantly validate his character through constant oppression. We didn't need to have a long discussion. He just picked up a playbook, and we were on the same page.

It became a game where players advance by being as theatrical and dramatic as they want to be. On top of that, I added a social deduction mechanic (the game's main gimmik) where the players must constantly observe each other because one of them secretly knows their character is going to die at the end of the story. The object of the game is to figure out exactly who it is.

I then added a campaign mode that has a fixed ending (because each campaign and one-shot ends with the tragic death of one of the characters) and a progression system based on story milestones unique to each archetype. Everyone gets to play the way they want to, and because it's a social deduction game, the players are encouraged to pay a lot of attention to one another. It's what keeps them coming back.

Now when I run games, I use this system, and my players are filtered down to my favorite kinds of players, and expectations are set through their choice of playbook. It was what FINALLY got me a group that would sit through the entire Curse of Strahd campaign with me, and a few of them even admitted it was one of the best RPG experiences they've had.

The kickstarter page has more info. We're currently in pre-launch. You can see it here. I really like how we both had similar ideas but completely different solutions.
 

I think there's loads of the first type, the ones that sink within just a few sessions for [fill in reason here]. I've DMed one or two of those myself and been in a few others. We just tend to forget them as irrelevancies after a while, as opposed to a much longer game that founders but is far more likely to be remembered later.
Precisely.

I’ve had more campaigns go the full distance rather than end early. But the ones that lasted the distance took 1-2 years rather than 3-6 months. So I’d say my gaming time is made up of 80% of games that made it and 20% of games that didn’t.

That said it doesn’t mean that the 20% wasn’t fun, particularly at the start. Just that something made it not fun.
 

The hard truth is that not all of your friends make for good D&D friends. Many people (especially casual games) play with whom they can get, not who they really want to play with. That's a bit hard to know unless you have a high degree of self-awareness, which is definitely not the norm. You're right in that the average gamer lacks articulation. This is especially true for pro-GMs, but running one-shots is sort of like an interview; you get a few sessions to understand what a player is like.

It's a bit of effort ot find that mythical combo that can make a campaign go long. Quite a bit of effort.

I've been thinking about this topic a bit too much. I ended up creating a language that I hope can bridge that gap so we can understand each other's playstyles. Would be genuinely curious to hear your thoughts on this, or potentially what it's lacking.

I think its a nice framework and love the closing "Not find good players, but find compatible ones" is really a great goal. I also appreciate that you call out dimensions of play style instead of specific definitions.

I think it would be a good read for most players to get them thinking in a meta sense of their RPG enthusiasm. Not quite understanding why they are at the table or what they are searching for is a real problem. However, playing to find out is also rewarding in of itself. Sometimes you can only figure it out by doing. Unfortunately, as we have seen in this thread, it often comes at the expense of others.

Which is why I dont mind short experiences with strangers at all. I enjoy seeing folks figuring things out. The long-term campaign though, is frustrating for someone like myself who doesnt enjoy the philosophy of episodic play in perpetuity.
 

I haven't had too many games not end, but I also run games that are intended to be pretty short (between 12-18 sessions). I don't find really long campaigns that compelling.

The majority of my tables also have rotating GMs, so we're looking to run things that have an obvious end point and move on to the next person's game.
 


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