Darrin Drader
Explorer
OK, for those of you who aren't familliar with the term, it comes from the following website: http://www.jumptheshark.com/. In essence, its the phrase given to a TV show that has reached its peak and is beginning the (not always so) slow slide into oblivion. An example would be when Airwolf left CBS and went to USA for a season with no original characters and not even a helicopter.
Anyway, what are the telltale signs your D&D campaign has jumped the shark? I'll start with a few:
1. Half of your regular players move out of the area so you replace them with new players and characters, but keep the original campaign.
2. The players finally kill your arch-villain - not because you intended for them to do so, but because they got lucky, planned better, etc. Arch-villain returns in the next session despite death.
3. You resolve the major conflict of the campaign but yet you keep it going.
4. You run out of ideas for your homebrew so the game moves to the Forgotten Realms.
5. Jedi and stormtroopers make an appearance.
6. The only thing different this week than last week is the level of the villains.
7. The party kills Orcus.
8. In lieu of enemies, the party now verbally spars with the local constabulary, hoping to one day to find a peaceful resolution to the world's woes. Meanwhile, one of your players - the one dressed in black with the high squeeky voice, makes a point to shed real tears at least once each session while pretending to court the lovely cleric who spurns him in favor of the party's bonehead fighter.
9. In lieu of an interesting story, you just go around smiting things mightily.
10. A central character in the party is killed off, but then replaced by Ugh, the meatheaded troll who just wants to be nice to the little peoples.
Anyway, what are the telltale signs your D&D campaign has jumped the shark? I'll start with a few:
1. Half of your regular players move out of the area so you replace them with new players and characters, but keep the original campaign.
2. The players finally kill your arch-villain - not because you intended for them to do so, but because they got lucky, planned better, etc. Arch-villain returns in the next session despite death.
3. You resolve the major conflict of the campaign but yet you keep it going.
4. You run out of ideas for your homebrew so the game moves to the Forgotten Realms.
5. Jedi and stormtroopers make an appearance.
6. The only thing different this week than last week is the level of the villains.
7. The party kills Orcus.
8. In lieu of enemies, the party now verbally spars with the local constabulary, hoping to one day to find a peaceful resolution to the world's woes. Meanwhile, one of your players - the one dressed in black with the high squeeky voice, makes a point to shed real tears at least once each session while pretending to court the lovely cleric who spurns him in favor of the party's bonehead fighter.
9. In lieu of an interesting story, you just go around smiting things mightily.
10. A central character in the party is killed off, but then replaced by Ugh, the meatheaded troll who just wants to be nice to the little peoples.
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