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What ruins a campaign?

sckeener said:
I tend to see that problem a lot in mixed alignment groups (good/evil.)
I've seen that problem in groups in mixed groups too... where the players were a mix of reasonable and pig-headed.

The alignment of their characters had nothing to do with it.
 

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Flakes and frequent postponement of sessions.
The DM trying to incorporate something "edgy" into his world, especially sexual or religious themes. This either works or it goes off like a freaking A bomb.
Differences in power wanted by players. The DM might want to run something harder than the PCs enjoy or power gap between players could lead to resentment and disastrous encounters where the weaker PCs are killed or the stronger player is singled out.
 


Elf Witch said:
If you are dying in every other session so you never get to level you just feel like why bother.
First off, before complaining things are too hard, examine your tactics. I've seen countless times where the players did not work together in combat, rather each running to the enemy to showboat their kewl powaz with no plan whatsoever.

And heaven forbid they give up a few initiative ticks so the party acts as a cohesive unit. I just love it when Mr. Improved Initiative rolls higher than the rest of his party combined and rushes out there to get his beloved sneak attack, only to be torn apart in the mid teens of the initiative cycle.

If players fail to operate as a well oil combat machine, sometimes the mooks supply the [flaming] oil.
 

frankthedm said:
If players fail to operate as a well oil combat machine, sometimes the mooks supply the [flaming] oil.

This comes down to preferred play style and campaign theme, however. Not every group is going to be, or want to be "a well oil combat machine".[sic]
 

frankthedm said:
First off, before complaining things are too hard, examine your tactics. I've seen countless times where the players did not work together in combat, rather each running to the enemy to showboat their kewl powaz with no plan whatsoever.

And heaven forbid they give up a few initiative ticks so the party acts as a cohesive unit. I just love it when Mr. Improved Initiative rolls higher than the rest of his party combined and rushes out there to get his beloved sneak attack, only to be torn apart in the mid teens of the initiative cycle.

If players fail to operate as a well oil combat machine, sometimes the mooks supply the [flaming] oil.

I think you're reading a bit too much into Elf's post. Either that or maybe you read it too quickly? How did you get all this from her post?

Me, I want to challenge my players, but it's not my goal to get a TPK every other session. Nor is it my intention to supply them with an NPC party member who can pull their bacon out of the fire because that NPC is my little pet project.

If she was talking about anything, I think she was talking about those two things, with more emphasis on the former.
 

The only things I've really seen bring down my gaming are scheduling and boredom/burnout.

I've seen groups recover from huge flame-out fights before, but scheduling issues and burn out kill more campaigns than anything else I've seen.
 




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