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General Tabletop Discussion
*TTRPGs General
Campaign Master: Finish Existing Campaigns
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<blockquote data-quote="Sir Brennen" data-source="post: 8659238" data-attributes="member: 553"><p>I definitely have the New Shiny Object problem, but also hate the feeling of leaving something incomplete. The challenge then becomes finishing the campaign I'm GMing when my own interest it has flagged somewhat. </p><p></p><p>This is especially true when the campaign is from published material, where the ending <em>is</em> pretty much laid out, and it's difficult to find a stopping point shy of the written one or allow the players to resolve things in another way. Probably my most satisfying ending of a campaign within the last 10 years was one which I developed the campaign myself, but I still tend to gravitate to published adventures as a time saving measure, as adulting limits homebrew time.</p><p></p><p>My compromise for the near term, after closing out a 2 1/2-year campaign just this past weekend, is to run rules-lite games for a while as one shots, as sort of a palate cleanser for myself and the rest of the group. Then let the players decide if they want to turn any of the one-shots into a short campaign, or pick up one of the two previous campaigns we've played. </p><p></p><p>One of those campaigns was the one that came to a satisfying conclusion, but definitely could have a new arc or "season" with existing characters. The other is 5E Princes of the Apocalypse setting, which we took a break from because the true dungeon-slog of the latter half of the adventure was becoming apparent, despite everyone having fun with their characters and some really memorable moments earlier in the game.</p><p></p><p>I also think going forward, should the players pick any option besides PotA, is to make the game more sandbox-y, with a combination of published<em> short</em> adventures and my own material, to allow story arcs to evolve a little more naturally (I love turning player musings/conspiracy theories into actual plot, adding twists as needed).</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 8659238, member: 553"] I definitely have the New Shiny Object problem, but also hate the feeling of leaving something incomplete. The challenge then becomes finishing the campaign I'm GMing when my own interest it has flagged somewhat. This is especially true when the campaign is from published material, where the ending [I]is[/I] pretty much laid out, and it's difficult to find a stopping point shy of the written one or allow the players to resolve things in another way. Probably my most satisfying ending of a campaign within the last 10 years was one which I developed the campaign myself, but I still tend to gravitate to published adventures as a time saving measure, as adulting limits homebrew time. My compromise for the near term, after closing out a 2 1/2-year campaign just this past weekend, is to run rules-lite games for a while as one shots, as sort of a palate cleanser for myself and the rest of the group. Then let the players decide if they want to turn any of the one-shots into a short campaign, or pick up one of the two previous campaigns we've played. One of those campaigns was the one that came to a satisfying conclusion, but definitely could have a new arc or "season" with existing characters. The other is 5E Princes of the Apocalypse setting, which we took a break from because the true dungeon-slog of the latter half of the adventure was becoming apparent, despite everyone having fun with their characters and some really memorable moments earlier in the game. I also think going forward, should the players pick any option besides PotA, is to make the game more sandbox-y, with a combination of published[I] short[/I] adventures and my own material, to allow story arcs to evolve a little more naturally (I love turning player musings/conspiracy theories into actual plot, adding twists as needed). [/QUOTE]
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