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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
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<blockquote data-quote="el-remmen" data-source="post: 9871003" data-attributes="member: 11"><p>I've been lucky that in most of my adulthood playing RPGs, starting in college (so discounting middle school and HS days), I have had a pretty dedicated core group of players (though that core group changed about once per decade). So while occasionally one person dropped out or disappeared, we otherwise played for years until there was a big life change (a baby, a job move, grad school, etc).</p><p></p><p>It is also depends on how you define "finishing." I have never run "one big overarching plot" to the exclusion of all else type games (tho some of them do have one big overarching plot), but a mix of short term and medium term adventures that can be line up into the shape of larger narrative (but the narrative is not the point) and this also means that even when campaigns come to a satisfying end (and even a TPK can be a satisfying end, depending on the context) there are usually a handful of threads that are left dangling - and we can imagine characters either separately or together going on to pursue those once the things we ended up focusing on have been resolved.</p><p></p><p>For example: I played in one campaign that ended with all but 2 of the PCs killed and of the remaining 2, one finally gave into his evil corrupting dragon helm, becoming a bad guy and my character was captured for a sacrifice to free some ice giant demi-god. It felt like a perfect ending because we got into that position by underestimating our foes.</p><p></p><p>In my Out of the Frying Pan campaign, the PCs resolved the world-shattering possibilities of planar bleed and temporal distortions, but there were still local political issues to be handled, which we ended the game with PCs going their own way to address the ones that were the best fit for them and a promise of reuniting someday.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 9871003, member: 11"] I've been lucky that in most of my adulthood playing RPGs, starting in college (so discounting middle school and HS days), I have had a pretty dedicated core group of players (though that core group changed about once per decade). So while occasionally one person dropped out or disappeared, we otherwise played for years until there was a big life change (a baby, a job move, grad school, etc). It is also depends on how you define "finishing." I have never run "one big overarching plot" to the exclusion of all else type games (tho some of them do have one big overarching plot), but a mix of short term and medium term adventures that can be line up into the shape of larger narrative (but the narrative is not the point) and this also means that even when campaigns come to a satisfying end (and even a TPK can be a satisfying end, depending on the context) there are usually a handful of threads that are left dangling - and we can imagine characters either separately or together going on to pursue those once the things we ended up focusing on have been resolved. For example: I played in one campaign that ended with all but 2 of the PCs killed and of the remaining 2, one finally gave into his evil corrupting dragon helm, becoming a bad guy and my character was captured for a sacrifice to free some ice giant demi-god. It felt like a perfect ending because we got into that position by underestimating our foes. In my Out of the Frying Pan campaign, the PCs resolved the world-shattering possibilities of planar bleed and temporal distortions, but there were still local political issues to be handled, which we ended the game with PCs going their own way to address the ones that were the best fit for them and a promise of reuniting someday. [/QUOTE]
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Why do so many campaigns never finish? Genuinely curious what others think
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