Campaigns that 'Jump the Shark'

STARP_JVP

First Post
This forum is either:
a) an opportunity for you to air legitimate grievances against current or past DMs whose campaigns have become other than that which they started out as;
b) a chance for any DMs here to reflect with criticism on their past mistakes;
c) the perfect place to bitch about your DM or players.

Which do you think will be the most common?

My campaign jumped the shark. I didn't want it to, and I didn't intend it to. It had been going downhill for a while, with some NPCs that were becoming a bit too central to the whole process. But the JTS moment came thusly:

The PCs were on a ship, sailing around. The ship's captain, a PC, was tracking down her arch enemy, a pirate who'd kept her prisoner for years. They ran into the same pirates, but they'd changed their ways, and instead of being bloodthirsty cutthroats, were now entrepeneurs who did childrens' parties and laid on functions for tourists. The old leader, the nemesis, had been overthrown and was still the same old pirate, though he'd been locked in a dungeon for ten years. He'd gone mad, and when the PCs found him the one who desired revenge left him there rather than kill him.

In my defence, before I go on, the premise of the adventure was sound. I had actually expected the PCs to be just a tad curious about the activities of these pretend pirates, and to do a little detective work, uncovering that the whole thing was a front for something a lot more sinister and dangerous. Also in my defence, the player concerned had never articulated to me how strongly the character desired revenge.

Instead of investigating, the PCs just ignored the pirates and went looking for their target. The whole adventure got bypassed, and most of the players complained they had nothing to do. The lead PC had wanted a fight - he'd wanted to have a serious, straight-up duel with his nemesis and kill him. Now, again, in my defence, had that desire been articulated more clearly I would have provided it.

Nevertheless, the campaign jumped the shark at this point and shortly thereafter my players staged a mass exodus. It's all water under the bridge, we've all moved on and my new campaign continues as a roaring success, but it just goes to show how something cool can turn into something sucky so easily, if your players are a bunch of dumb-arses! Sorry, lost it for a moment there. Stupid players stupid stupid stupid players sorry, lost it again. I think I need to lie down...
 

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Don't take it so personally.

Repeat the following mantra: No plan survives contact with the PCs. No plan survives contact with the PCs. No plan... ;)
 

Hmmm... grievances. Well, I'm fortunate I don't have many, but there was one campaign:

I had joined late in the campaign (although it wasn't supposed to be late in the campaign when I joined) because my friends made it sound like a lot of fun. We had a big save-the-world quest going, which we completed fairly successfully as far as the players were concerned. We were just waiting to find out where to go next with the campaign. Then the GM pressed the reset button. He announced that things hadn't gone the way he wanted, and had a mega-powerful NPC wizard cast a spell that made everyone forget everything that had just happened. Two of the PCs (mine included) ended up entirely forgetting that they'd ever met the rest of the party before. We had to reintroduce ourselves to the other PCs and start over. Then the GM dropped out of gaming entirely and was never heard from again. :(

I'm also a bit bummed about a superhero campaign that went belly up because the GM decided that supers wasn't his cup of tea. It was a great campaign and the players all really enjoyed it. I'm amazed that the GM did such a good job if he wasn't enjoying it himself. :\
 

A campaign I was running about ten years ago was really rolling along well. The party was about 15th level and was involved in the politics of the world. They were the heroes of a war and had earned land as a reward. It was great.

Then I ran a module; Ravager of Time

The story revolves around a villain that really depowers the players. The way it happens is a bit contrived. I thought it would be a great challenge. It really upset them. When I realized that there was a problem, I did what I could to bring it to a quick resolution but the damage was done. I lost them. That was it.
 

I have a campaign that jumped the shark a year or so ago, but she won't let it die. She loves the character and wants to keep continueing it even though all th other players have dropped out of the campaign and moved on to our others.
 

My campaign jumped the shark. The shark was named Heart of Nightfang Spire.

Should've cut out two levels of that thing and ended the campaign two sessions ago (aka early 2004).
 

I ran a Greyhawk campaign about a year ago that seriously jumped the shark due to one particular player's need to spoil everything for everyone. He was playing a "holier-than-thou" cleric of Heironeous wielding two longswords. First of all, he was completely useless in fights, because he couldn't hit anything while fighting with two weapons, but he kept insisting on it. I don't mind "less than optimal" choices, but this was seriously bad... Two-weapon-fighting with two longswords and an average Base Attack Bonus? Come on, get real... That wasn't what made it all irritating, though. They came across a wizard who had been studying elementals which he kept in force cages. One day, he forgot to cast the spell and a fire elemental broke out and burned his house down. He asked the party for help to stop the rampaging fire elemental and they did. But afterwards, the cleric went all "elementals' rights" on the wizard about how it was wrong of him to keep an elemental imprisoned and asked the wizard to donate money to the church of Heironeous to atone for his sins. This turn of events seriously took me by surprise and upset me quite a lot, as I thought that was a strange stand to take for a war-like cleric like him. Needless to say the problems got worse and I ended up shutting the campaign down...
 

ForceUser said:
Don't take it so personally.

Repeat the following mantra: No plan survives contact with the PCs. No plan survives contact with the PCs. No plan... ;)
Good point. I find it works even better if you reverse it once in a while and make sure no PC survives contact with the plan :]
 

I can remeber one we had just started a new campaign with a new system a sort of jury rigged D20 modern with another ruleset for martial arts and psionics. The world was so fantastic it was a huge city that was sinking. A barrier allowed priviliaged humans to live above the water and in luxury. Below people were gathered in family clans they fought for space as the water claimed more and more.

We played in one family we were all brothers and sisters and had different powers we were young the oldest the twins were 18. All of us could not wait to play. Then came the TPK. The DM kicked himself afterwards for not having a screen that day and rolling in the open he just rolled crit after crit and we could roll worth a damn.

The game ended we just saw no way to continue.
 

shilsen said:
Good point. I find it works even better if you reverse it once in a while and make sure no PC survives contact with the plan :]

Ah...

The best defense is a good offense.

That, good sir, is sig. worthy.

:D :cool:
 

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