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<blockquote data-quote="DM_Jeff" data-source="post: 1551971" data-attributes="member: 3687"><p><strong>Ended Campaigns</strong></p><p></p><p>I notice quite a few posting how their D&D games "petered out" over time. I have actually found out that this is a fairly common complaint from some former players who are reluctant to try the game again..."why bother? the DM will get bored or all the players will move or not show up and then our time was for naught." Lots of players like solid endings.</p><p></p><p>That said, over 24 years I have had a few games fizzle...usually so fast I had little control on what to do. But I try my very best to see the warning signs and prepare a suitable ending to the story and the characters so the players themselves feel comfortable talking about how their PC "retired to rule the bandit gang of gnarly woods" or whatever rather than "oh, well, we had 2 more keys of time to find but the players stopped showing up so the game died."</p><p></p><p>So while the players don't always like it, I try to plan definate conclusions to give everyone a cohesive story arc within a time frame I feel everyone is comfortable with. And then, really as someone asked, do campaigns <em>really </em> end?</p><p></p><p>An 18 - month Kalamar game had a very satisfying, exciting conclusion.</p><p>Two different 4+ - year Forgotten Realms campaigns ended great, and happy retirement.</p><p>A 5 - year campaign in my homebrew setting finished again with a great adventure and retirment.</p><p></p><p>And yet all of these campaigns have been revisited in the years since with reunion games. My Unlikely Company FR game meets 2 to 3 times per year to play 1-shots of their old favorite PCs. There's more old war stories than adventure, but it serves the purpose!</p><p></p><p>-DM Jeff</p></blockquote><p></p>
[QUOTE="DM_Jeff, post: 1551971, member: 3687"] [b]Ended Campaigns[/b] I notice quite a few posting how their D&D games "petered out" over time. I have actually found out that this is a fairly common complaint from some former players who are reluctant to try the game again..."why bother? the DM will get bored or all the players will move or not show up and then our time was for naught." Lots of players like solid endings. That said, over 24 years I have had a few games fizzle...usually so fast I had little control on what to do. But I try my very best to see the warning signs and prepare a suitable ending to the story and the characters so the players themselves feel comfortable talking about how their PC "retired to rule the bandit gang of gnarly woods" or whatever rather than "oh, well, we had 2 more keys of time to find but the players stopped showing up so the game died." So while the players don't always like it, I try to plan definate conclusions to give everyone a cohesive story arc within a time frame I feel everyone is comfortable with. And then, really as someone asked, do campaigns [I]really [/I] end? An 18 - month Kalamar game had a very satisfying, exciting conclusion. Two different 4+ - year Forgotten Realms campaigns ended great, and happy retirement. A 5 - year campaign in my homebrew setting finished again with a great adventure and retirment. And yet all of these campaigns have been revisited in the years since with reunion games. My Unlikely Company FR game meets 2 to 3 times per year to play 1-shots of their old favorite PCs. There's more old war stories than adventure, but it serves the purpose! -DM Jeff [/QUOTE]
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