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Well, my campaign's kaput! {update: not so kaput anymore}
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<blockquote data-quote="RangerWickett" data-source="post: 1371930" data-attributes="member: 63"><p>My game jumped the shark a few weeks ago. For those unfamiliar with the term, 'jump the shark' a TV-derived expression for going beyond the realm of good taste and thus ruining the story.</p><p></p><p>I'd been having a good run for a year. One PC died, and the player came back with a new character that fit in and drove the plot forward. A new player joined the group but worked her PC into the plot very solidly. Another PC left when the player moved away, but we still had a solid group of four PCs with a clear goal -- stop the Supreme Inquisitor Leska, who was screwing with everybody else.</p><p></p><p>And they did stop her, even though she was immortal. They dumped a few thousand tons of rubble on her at the bottom of a cavern where time doesn't flow, and then celebrated. One of the PCs sacrificed himself to kill off the main bad, leaving us with only one member of the original group. However, the other two characters had been around for a good majority of the game, so not too too much had changed.</p><p></p><p>Well, the group continued on, bringing on one new player and two new PCs, one of whom died in two sessions by taking on more than he could handle. That dead PC was replaced by another new PC, and at the same time one of the old PCs died and was again replaced. So a lot of dying and replacing was going on, and still we had one of the original PCs, so I thought, maybe, maybe the game could go on.</p><p></p><p>Well, this past session, a new PC came in, betrayed the party, and died in the span of six hours. I realized that betrayal has become the standard in my game, not a plot twist, and with all these new people coming in with their own interests, the group lost its sense of where to go.</p><p></p><p>I know now that the game should have ended back when they killed Leska. Now, I don't want to just call the game quits before the long-term players get a chance to finish up some of their desires, but that's just character-specific desires. I <em>would</em> have involved them in upcoming sessions, balancing character-driven stuff with group-driven stuff, but there's no group left, so I see no reason to keep the game together.</p><p></p><p>So, should I just let the game blither around for a while and let the PCs do what they want without concern to any overarching plot? Or should I just tell the group that nothing's really going on, and start a new game? I mean, I'll enjoy what this party does, and I'll have fun, and I'll even let them try to get the game back on track to having an honest plot if they all decide to get interested in the same thing. But I don't want to just keep together a big group of strangers in a game with no point, especially since I'm about to graduate and I don't feel right ending with a whimper.</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1371930, member: 63"] My game jumped the shark a few weeks ago. For those unfamiliar with the term, 'jump the shark' a TV-derived expression for going beyond the realm of good taste and thus ruining the story. I'd been having a good run for a year. One PC died, and the player came back with a new character that fit in and drove the plot forward. A new player joined the group but worked her PC into the plot very solidly. Another PC left when the player moved away, but we still had a solid group of four PCs with a clear goal -- stop the Supreme Inquisitor Leska, who was screwing with everybody else. And they did stop her, even though she was immortal. They dumped a few thousand tons of rubble on her at the bottom of a cavern where time doesn't flow, and then celebrated. One of the PCs sacrificed himself to kill off the main bad, leaving us with only one member of the original group. However, the other two characters had been around for a good majority of the game, so not too too much had changed. Well, the group continued on, bringing on one new player and two new PCs, one of whom died in two sessions by taking on more than he could handle. That dead PC was replaced by another new PC, and at the same time one of the old PCs died and was again replaced. So a lot of dying and replacing was going on, and still we had one of the original PCs, so I thought, maybe, maybe the game could go on. Well, this past session, a new PC came in, betrayed the party, and died in the span of six hours. I realized that betrayal has become the standard in my game, not a plot twist, and with all these new people coming in with their own interests, the group lost its sense of where to go. I know now that the game should have ended back when they killed Leska. Now, I don't want to just call the game quits before the long-term players get a chance to finish up some of their desires, but that's just character-specific desires. I [i]would[/i] have involved them in upcoming sessions, balancing character-driven stuff with group-driven stuff, but there's no group left, so I see no reason to keep the game together. So, should I just let the game blither around for a while and let the PCs do what they want without concern to any overarching plot? Or should I just tell the group that nothing's really going on, and start a new game? I mean, I'll enjoy what this party does, and I'll have fun, and I'll even let them try to get the game back on track to having an honest plot if they all decide to get interested in the same thing. But I don't want to just keep together a big group of strangers in a game with no point, especially since I'm about to graduate and I don't feel right ending with a whimper. What do you think? [/QUOTE]
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