Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*TTRPGs General
Why do so many campaigns never finish? Genuinely curious what others think
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Scott Christian" data-source="post: 9868816" data-attributes="member: 6901101"><p>37%. I would think it is much higher than that.</p><p></p><p>I think there are a few reasons:</p><p>1. Players believe they are going to continue, but then life happens. Someone has a kid, someone gets married, or someone moves. Then, the group just slowly dissolves from there. Maybe the one person was the social glue? Or maybe they were the GM? Or maybe they had the house everyone played at? </p><p>2. People commit without a plan. A plan might be: "We are playing every Sunday from 5Pm to 9PM." Or it might be: "We are meeting at Rita's house every time we play." But so many groups are just trying to schedule randomly or "choosing" where to play. Then, suddenly they are surprised when they said on Sunday they were going to meet on Friday, but Friday came and Terry forgot to tell his wife he was playing, and she expected him to watch the kids because it was girl's night. Things like that happen all the time without a consistent plan in place. (Heck, they happen even when you do have a plan in place, but at least it happens less often.)</p><p>3. People burn out. Players do, but the GM can really burn out. And if they are the only one's running... well... the game ends.</p><p>4. (It wouldn't be my post without me mention this...) The GM doesn't prep properly. The GM runs a great campaign for the first five sessions. They did their homework. They had interesting NPCs. They had the gaps filled. They catered to their players' wants. Then, they stopped prepping. They begin to think they can "wing it." And, in turn, it becomes less interesting for the players. Then, the game slowly fades because there isn't a clear ending point. </p><p></p><p>In my opinion, these are the top four reasons. I like the thought of people moving on to other games too. The whole, "Ooh look, something new and shiny!" But, just from my experience, it only happens with groups that play a diverse number of games. And most tables I know generally only play one or two.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9868816, member: 6901101"] 37%. I would think it is much higher than that. I think there are a few reasons: 1. Players believe they are going to continue, but then life happens. Someone has a kid, someone gets married, or someone moves. Then, the group just slowly dissolves from there. Maybe the one person was the social glue? Or maybe they were the GM? Or maybe they had the house everyone played at? 2. People commit without a plan. A plan might be: "We are playing every Sunday from 5Pm to 9PM." Or it might be: "We are meeting at Rita's house every time we play." But so many groups are just trying to schedule randomly or "choosing" where to play. Then, suddenly they are surprised when they said on Sunday they were going to meet on Friday, but Friday came and Terry forgot to tell his wife he was playing, and she expected him to watch the kids because it was girl's night. Things like that happen all the time without a consistent plan in place. (Heck, they happen even when you do have a plan in place, but at least it happens less often.) 3. People burn out. Players do, but the GM can really burn out. And if they are the only one's running... well... the game ends. 4. (It wouldn't be my post without me mention this...) The GM doesn't prep properly. The GM runs a great campaign for the first five sessions. They did their homework. They had interesting NPCs. They had the gaps filled. They catered to their players' wants. Then, they stopped prepping. They begin to think they can "wing it." And, in turn, it becomes less interesting for the players. Then, the game slowly fades because there isn't a clear ending point. In my opinion, these are the top four reasons. I like the thought of people moving on to other games too. The whole, "Ooh look, something new and shiny!" But, just from my experience, it only happens with groups that play a diverse number of games. And most tables I know generally only play one or two. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why do so many campaigns never finish? Genuinely curious what others think
Top