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When gaming groups and campaigns collapse

William Ronald

Explorer
Despite the best of intentions by DMs and players, long-running campaigns and gaming groups can fall apart. Sometimes, players move away or life becomes complicated for members of a group. At other times, a group may split because of different visions of the direction of the game and different playing styles.

My old group, which I was in for 21 years, disbanded this last September. The DM said he was tired of running the game. There were also disagreements among the players on the power level of the campaign, playing styles and other issues.

As I am now looking for a group (check my sig), I thought it might be worthwhile to examine how groups and campaigns can fall apart. Here are a few issues that I have seen or heard about in real life or on the boards. Many of these issues are matters of personal preference.

1) Different gaming interests: Some gamers place a strong emphasis on min-maxing characters; others place a heavy emphasis on role-playing. Still others are problem-solvers. Many are a combination of different styles of play. Disagreements on gaming styles can split groups, or lead to one style of play being emphasized over others.

2) Different gaming styles: Some games can be called grim and gritty. Others can be considered low fantasy, high fantasy, serious, or not-so-serious, or other styles as well. Sometimes, players with different gaming styles will clash with each other. I would argue that one of the hardest tasks that any DM has is balancing the interests and styles of different players in a group. It is not always possible to do so.

3) Power Level Differences: This sort of problem can be seen in one character or some characters in a group being much more powerful in terms of levels, equipment, or abilities than many of their colleagues. For example, if two characters are effectively tributes to Conan and Elric, there may be a power level difference if the other PCs do not match up to their colleagues. There also may be a wide gap in levels between different characters, with some characters getting a larger share of the limelight. Similarly, there can be problems with players using different rules to craft their characters. (See below for some examples of this.) This issue can lead to not just power imbalances among characters, but to players feeling their PCs are fifth wheels.

4) Different rules: A DM may allow some players to operate under different rules than others. For example, not everyone in a group may have access to a rules supplement, but one or two players may use a book to redesign their characters or to take new feats and prestige classes. This may result in characters who are much more powerful than others adhering more closely to the core rules books. A related issue is different interpreptations of the rules.

5) Different rules interpreptations: Sometimes, a DM will take the issue that if it is theoretically allowed in the rules, its legal and balanced. An extreme example of this in the 3.0 rules, would be one person creating a +30 skill bonus item, and another creating a skill bonus item that has multiple bonuses from different bonus types to create what is effectively a very powerful epic skill bonus item.

6) DM inattention: I would argue that both players and DMs have the most fun when both are actively engaged in a campaign. A DM who allows anything and everything to happen in a campaign may not notice how some players feel about a campaign or their place in the group.

7) Magic items: Some magic items may be a bit-overpowered for the group, leading to a situation where a single character and his equipment are the center of attention in the group. Extreme examples of this might include characters running around with items appropriate to their level by the DMG tables with one character having an item appropriate to a character of much higher level.

What do YOU think?
 

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My experiences tell me that the main cause of people leaving my campaigns is Real Life (tm).

People get jobs, move away and otherwise organise their life so they are no longer are available to play D&D.

I've had occasional personality clashes, and occasional RPG style clashes. (There's also the ones due to me being an awful DM in my very youthful days).

Keeping a group going beyond two years is very unusual for me; even one year is extremely difficult. :( I may have a couple of players who manage to stay with me for several years, but it's the exception and not the rule in my case, I'm afraid.

This makes it very difficult for me when DMing, as I love building up plot threads and seeing them come together over an extended period.

Cheers!
 

In our group, we have not had a "non-RL" reason for a person leaving. And, even then, they mostly come back when they can.

Sure, we have had a few instances where someone doesn't like a particular game or a GM's style/attitude, but they always turn up to play the other games.
 

In my experiences...

In my experience, groups (or moreso, campaigns) have fallen apart due to players or DMs moving or changing jobs. The core group has generally stayed the same, but a hiatus of gaming has often resulted until someone offers up to run a new campaign.

Of course, the core of my group were friends before gaming, so personality conflicts were mostly already worked out, and pretty much the rest of the group was new to gaming with us, so they learned their style from us.
 

Have to agree with MerricB about "real life" being the main reason people leave. Our group is in its 22nd year, and while we have our "core" group of members a lot of other people have come and gone over the years. Most departures have been due to life-related issues (new spouces, children, jobs, etc.). And as Robberbaron stated, we've also had some people leave the group for various reasons and then come back years later.

William, sorry to hear that you long game has ended. Is there any chance of starting it up again? Maybe take a Star Trek: The Next Generation approach and pick up the story after a significant passage of time with new characters, but build upon what had been there before.

Our game began to get a little stale after around 12 years so we began a new spin-off campaign with a group of 1st and 2nd level characters to freshen things up. When we hit the 20 year point I started up a totally unrelated campaign (a western using hybrid D&D and Boot Hill rules) that we now having a great time with. Alternating campaigns helps keep things from getting boring or routine.

My other suggestion to all groups out there is to alternate the DM chore. I am my group's primary DM, running a little over half of the modules, but three of my other players will also jump in with modules from time to time as well. That keeps me from burning out and also gives me a chance to play. These other DM's have very different styles than mine, but as long as they group accepts that (or at least tolerates it) there isn't any friction.
 
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I don't think I've ever had the same group consistently for a long time now. I've played with two or three people the most consistently now for about 8 years (there are two players I used to work with; we still keep in touch professionally and privately, and we've played together at least once a month for the past 8 years). The other players I've had in the group have changed quite frequently, from a pool of about 20 friends and acquaintences that move out of town, move back, change jobs, have kids, have the kids grow up, etc.

Over all of it, we've only had ONE group split over personality differences; the rest has been simple real life moving people around.
 

i have to agree with Henry, Merric, robberbaron, Cor Azer, and Silver Moon.

Real life is the main reason for long term campaigns falling apart.

the issues you, William Ronald, mention are the reasons i've seen smaller non-long term campaigns falling apart.
 

I'd agree with MerricB - the main cause for us has been real life. One couple had children (3 of them, to be exact), another player had work schedule conflicts, another player had a wife that didn't game, etc.

I feel fortunate in that I've had some long-standing campaigns. My average campaign length has been around 4 years (with some lasting longer, some shorter).
 

Most of the time I've seen it to be the fault of the vile creature known as "The Significant Other" who doesn't game, doesn't understand why anyone would want to play, and thinks it is all a waste of time. They have the ability to "Charm Gamer" at will a DC 20 Will Saving Throw but even if the save is made and the Gamer still plays the SO makes life miserable for them in a bunch of ways. They are also devious using the tactic of scheduling family gatherings on game days which you wouldn't dare duck out of for fear of creating an issue with your parents or parents-in-law.

Luckily I'm married to one of the most wonderous creatures in existence... the Understanding Significant Other. She doesn't play but she'll spend all day cooking for the group AND she can quote the whole Conan the Barbarian movie. :D
 

Well I have had 2 groups break up because I moved. (I am always the DM).
I had one group fall apart for RL reasons after 2 years.

I have never had any issue besides real life kill a game. I have had players join groups that didn't click with the group and eventually leave but that happens sometimes when you are letting new unknown people (normally friends of friends or friends of other players) join in and try your group out.
 

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