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Campaign climax and group hiatus
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<blockquote data-quote="ggroy" data-source="post: 4864500" data-attributes="member: 83805"><p>Of the D&D campaigns I've played in or DM'd, only one has ever finished to the very end as intended. It turns out it was the 1E AD&D giants-drow-demonweb pit adventure path of modules G1-2-3 -> D1-2-3 -> Q1.</p><p></p><p>In most of the the other D&D games I've played in or DM'd, many floundered after a few sessions. For the ones which actually lasted longer than 5 sessions, they frequently ended up falling by the wayside whenever the DM got kind of boring. This was especially the case for "sandbox" type worlds with the game becoming "rudderless" with no direction, and the DM not doing anything to give some direction to the game.</p><p></p><p>The other common case of games abruptly ending, is due to several players and sometimes even the DM, "burning out" from gaming.</p><p></p><p>What I found easier to do, is to play shorter campaigns with either a module or something which ends with a reachable milestone. These are games which may fit into 10-15 sessions or less. In my experience in most of the games I've played in or DM'd, the cohesiveness of the players starts to fragment after 10-15 sessions. Obvious symptoms of player cohesion fragmenting are:</p><p></p><p>- players' attention spans wandering away</p><p>- players falling asleep</p><p>- lots of grumbling and complaining from the players about the game becoming boring or tedious</p><p>- the DM having no clue about the players nodding off, etc ...</p><p>- less general enthusiasm for the game</p></blockquote><p></p>
[QUOTE="ggroy, post: 4864500, member: 83805"] Of the D&D campaigns I've played in or DM'd, only one has ever finished to the very end as intended. It turns out it was the 1E AD&D giants-drow-demonweb pit adventure path of modules G1-2-3 -> D1-2-3 -> Q1. In most of the the other D&D games I've played in or DM'd, many floundered after a few sessions. For the ones which actually lasted longer than 5 sessions, they frequently ended up falling by the wayside whenever the DM got kind of boring. This was especially the case for "sandbox" type worlds with the game becoming "rudderless" with no direction, and the DM not doing anything to give some direction to the game. The other common case of games abruptly ending, is due to several players and sometimes even the DM, "burning out" from gaming. What I found easier to do, is to play shorter campaigns with either a module or something which ends with a reachable milestone. These are games which may fit into 10-15 sessions or less. In my experience in most of the games I've played in or DM'd, the cohesiveness of the players starts to fragment after 10-15 sessions. Obvious symptoms of player cohesion fragmenting are: - players' attention spans wandering away - players falling asleep - lots of grumbling and complaining from the players about the game becoming boring or tedious - the DM having no clue about the players nodding off, etc ... - less general enthusiasm for the game [/QUOTE]
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