Todd Roybark
Hero
I have read multiple times on this board advice to the effect “ if a story line is completed it is ok to end the campaign”.
Which to my mind is liking stoping a play, after a great First Act.
The key to a Long Running campaign is the same as having a long relationship....don’t end it.
It is natural, and sometimes beneficial to flounder a bit. It gives time for tensions to unwind, and for serendipity and inspiration to happen, on both sides of the screen.
It is ok for the second act to have a slow start, or a sudden start from nowhere.
Good games die for so many reasons out of one’s control, moving away, being deployed, births, deaths etc,
it seems a shame to just surrender the chance to have a long run.
Setting aside game killers that are uncontrollable, what is it that stops games at 5th level?
What is causing groups to retire at 12th? etc
(Note: a planned one off, is not what I am referring to.)
Which to my mind is liking stoping a play, after a great First Act.
The key to a Long Running campaign is the same as having a long relationship....don’t end it.

It is natural, and sometimes beneficial to flounder a bit. It gives time for tensions to unwind, and for serendipity and inspiration to happen, on both sides of the screen.
It is ok for the second act to have a slow start, or a sudden start from nowhere.
Good games die for so many reasons out of one’s control, moving away, being deployed, births, deaths etc,
it seems a shame to just surrender the chance to have a long run.
Setting aside game killers that are uncontrollable, what is it that stops games at 5th level?
What is causing groups to retire at 12th? etc
(Note: a planned one off, is not what I am referring to.)