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@Todd Roybark , I am not sure if this is what you mean, but my groups level very slowly. My main group is lvl 13 and we started about 1-2 months after 5e was released. So about 5 years to get to 13th. I don't play published adventures, but instead we tend to focus on character growth rather over-arching story or plot. Each character has some story thread to pursue rather than an overarching villain, story, or plot. If you focus on the characters and their motivations I think you can stretch a campaign out for a long time.
However, this style seems to be an outlier on these forums. Posters here seem to go through adventures and characters a lot faster than my group.
I'd like to point out that people may have different definitions of "campaign" even though their concepts for "adventure" or "scenario" may be similar. I don't think of a campaign as simply a series of strung-together adventures. For me, a campaign involves an established world, with it's own vibrancy and story, independent of the PCs.
My group started out playing weekly to kickstart my game, then moved to fortnightly. My only goal (after several decades of not running RPGs) was to just "run 5E." I didn't even really think of it as a campaign until the players had reached level 5 or so, and I suddenly realized the world was alive. And at the same time, it struck me because life is fleeting, the campaign would end; it had to.
Started in early 2015. Just leveled to 13 a little over a month ago. Initial leveling was based on level sessions. Once we hit 10th, that wasn't going to work any more, so I switched to achievement/plot-based leveling.
My rationale is that if you don't know your character inside and out at level X, how are you going to handle level X+1? Even I was (am still) learning the system. Granted, some people are better at this than others, but I don't want person A helping person B all the time. I'd like everyone to get a sense of accomplishment with their own character, their own story, and the rules that are relevant to them.
I try to offer challenges that encourage players to really explore different ways of engaging with the story.
And I have an overarching plot that the players didn't "deserve" or "need" to know at lower levels. As they continue to develop, certain information opens up, and by the time they're 20th level, they will be able to help bring the campaign to a conclusion, or simply witness the end, as they choose.
"You don't have go home, but you can't stay here."
But, I confess, part of this is because I have no desire to sustain a series of 20th level adventures. I personally don't see 20th level characters as "adventuring" types. Rather, they are the few and far between, the carvers of territory, the changers of worlds. By this time, they should not be fully cooperating. They should have their own agendas, often in direct conflict with others--even their "friends." It makes very little sense to me to have a group of them regularly tromping about the land without decimating it, deliberately or inadvertently. (Most inadvertently, so far.

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So by the time they hit level 20, I expect divisiveness and alliances to gradually take hold, priorities to be clearly established, minions to come into play, etc. Partnerships may become untenable, or a character might choose to lose some until-then integral aspect of their identity... to sacrifice their own goals to serve another's.
But I expect that's several years away.