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General Tabletop Discussion
*TTRPGs General
Campaign climax and group hiatus
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<blockquote data-quote="fba827" data-source="post: 4862605" data-attributes="member: 807"><p>((if any of my players read this -- you can read/respond, though there is more to it than what you see here, we'll talk about it later))</p><p></p><p>A general sort of questions ...</p><p></p><p>All the long-term campaigns I've been a part of have always fizzled/group split/DM burn out/etc before getting to that "end point" so I have no experience here.</p><p></p><p>1) How many groups actually get to the "end of a campaign" (i.e. a climatic finale that wraps up a long-term campaign)?</p><p></p><p>2) Does it feel "satisfying" to see the campaign and plot points get closure, or is everyone too busy feeling sad about loosing a favored PC/group/campaign/setting?</p><p></p><p>3) Is it better to wrap up <u>all</u> loose ends? Or do you like an open hook as that glimmer of chance that the hook can be used for the next batch of PCs for the next campaign to tie in?</p><p></p><p>4) If there was the possibility of the "climax" also being the last game session for the group before it went on a long-term hiatus of undetermined length, do any of your answers to 2 and 3 change?</p><p></p><p>5) If a group was going to break for a hiatus, would it be better to force the climax to happen by that last session (even though it is an otherwise player driven game where they go as they please), or is it better to allow the group to continue as they always have (under their own player-driven direction) even if that means that by the end of that last session they haven't yet "saved the princess"?</p><p></p><p></p><p>You can obviously see where I'm going with all this (how do climax encounters play out and should i force the climax if the group is taking a break of undetermined length) - so any other thoughts on the topic?</p><p></p><p>I <u>will</u> eventually talk to the players about all this. But I'm asking here just to fish for perspectives so I know what I might need to expect/answer/account for when talking to the rest of the group.</p><p></p><p></p><p>Thanks in advance.</p></blockquote><p></p>
[QUOTE="fba827, post: 4862605, member: 807"] ((if any of my players read this -- you can read/respond, though there is more to it than what you see here, we'll talk about it later)) A general sort of questions ... All the long-term campaigns I've been a part of have always fizzled/group split/DM burn out/etc before getting to that "end point" so I have no experience here. 1) How many groups actually get to the "end of a campaign" (i.e. a climatic finale that wraps up a long-term campaign)? 2) Does it feel "satisfying" to see the campaign and plot points get closure, or is everyone too busy feeling sad about loosing a favored PC/group/campaign/setting? 3) Is it better to wrap up [u]all[/u] loose ends? Or do you like an open hook as that glimmer of chance that the hook can be used for the next batch of PCs for the next campaign to tie in? 4) If there was the possibility of the "climax" also being the last game session for the group before it went on a long-term hiatus of undetermined length, do any of your answers to 2 and 3 change? 5) If a group was going to break for a hiatus, would it be better to force the climax to happen by that last session (even though it is an otherwise player driven game where they go as they please), or is it better to allow the group to continue as they always have (under their own player-driven direction) even if that means that by the end of that last session they haven't yet "saved the princess"? You can obviously see where I'm going with all this (how do climax encounters play out and should i force the climax if the group is taking a break of undetermined length) - so any other thoughts on the topic? I [u]will[/u] eventually talk to the players about all this. But I'm asking here just to fish for perspectives so I know what I might need to expect/answer/account for when talking to the rest of the group. Thanks in advance. [/QUOTE]
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