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<blockquote data-quote="Orryn Emrys" data-source="post: 1731386" data-attributes="member: 6799"><p>My biggest failing as a DM used to be directly related to being unable to realize when the fun should stop.... More to the point, a campaign would, after months or years of continuous play, reach a highly satisfactory point of closure... whereupon I would insist on including at least one more adventure. The players, of course, had no problem with the idea of continuing play with the characters they'd been spending so much time with... but invariably this would prove the unsatisfying demise of the campaign.</p><p></p><p>Perhaps its simply a side-effect of my style of campaign development, but epic world-spanning tales of high adventure would reach a point of obvious retirement potential... and I'd press on regardless. Every time I did so, the campaign would end a couple months later with a frustrated loss of interest amidst an anti-climactic blunder, never even beginning to live up to the characters' prior experiences.</p><p></p><p>I eventually learned to recognize this game management faux pas, and I have since learned to curb the tendency. I think my players are even beginning to understand a little. My last major campaign ran for four years and ended brilliantly... and we left it that way... with no catch in our collective voice for floundering regrets when we recount the adventures of our mighty heroes of yesteryear....</p></blockquote><p></p>
[QUOTE="Orryn Emrys, post: 1731386, member: 6799"] My biggest failing as a DM used to be directly related to being unable to realize when the fun should stop.... More to the point, a campaign would, after months or years of continuous play, reach a highly satisfactory point of closure... whereupon I would insist on including at least one more adventure. The players, of course, had no problem with the idea of continuing play with the characters they'd been spending so much time with... but invariably this would prove the unsatisfying demise of the campaign. Perhaps its simply a side-effect of my style of campaign development, but epic world-spanning tales of high adventure would reach a point of obvious retirement potential... and I'd press on regardless. Every time I did so, the campaign would end a couple months later with a frustrated loss of interest amidst an anti-climactic blunder, never even beginning to live up to the characters' prior experiences. I eventually learned to recognize this game management faux pas, and I have since learned to curb the tendency. I think my players are even beginning to understand a little. My last major campaign ran for four years and ended brilliantly... and we left it that way... with no catch in our collective voice for floundering regrets when we recount the adventures of our mighty heroes of yesteryear.... [/QUOTE]
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