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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="rmcoen" data-source="post: 9874737" data-attributes="member: 6692404"><p>75% this. More often, with my gaming group of the last 3 decades, this results in player turnover. Kevin got a night job, so he can't make it to Monday night's game. Carl got married. Michael switched jobs. Jay's boss changed, and California-timed meetings interfered with our game-time. (Carl and Michael rejoined the group years later; Kevin has cameo/"guest-star" sessions with us around Christmas.)</p><p></p><p>The other 25% is usually a mutual decision that the storyline no longer is "interesting"/"worth it". I had a campaign stop shortly after the big bad was triggered (a massive horde of undead that destroyed the party's home village")... and the PCs decided, after rerouting the horde, that they'd rather return home and rebuild. I had another campaign get a bit lost between "explore the post-apocalyptic history" vs. "deal with the scheming noble that set them up"... and the players revealed they actually just didn't care for either storyline enough. I played in a game (Aces & Eights) where it took us 4 sessions to meet, start on the intro journey, have the carriage breakdown on day 2, and fight off 3 robbers... we all just looked at the GM and said "yeah, no thanks, we're done". [That'd be more "GM style" than "Storyline", though.] A superhero game we played got too confusing (and we got too powerful), and we all decided we enjoyed it but were done, abruptly.</p><p></p><p>But most of the time... Real Life interferes with players' (including the GM's) ability to attend.</p></blockquote><p></p>
[QUOTE="rmcoen, post: 9874737, member: 6692404"] 75% this. More often, with my gaming group of the last 3 decades, this results in player turnover. Kevin got a night job, so he can't make it to Monday night's game. Carl got married. Michael switched jobs. Jay's boss changed, and California-timed meetings interfered with our game-time. (Carl and Michael rejoined the group years later; Kevin has cameo/"guest-star" sessions with us around Christmas.) The other 25% is usually a mutual decision that the storyline no longer is "interesting"/"worth it". I had a campaign stop shortly after the big bad was triggered (a massive horde of undead that destroyed the party's home village")... and the PCs decided, after rerouting the horde, that they'd rather return home and rebuild. I had another campaign get a bit lost between "explore the post-apocalyptic history" vs. "deal with the scheming noble that set them up"... and the players revealed they actually just didn't care for either storyline enough. I played in a game (Aces & Eights) where it took us 4 sessions to meet, start on the intro journey, have the carriage breakdown on day 2, and fight off 3 robbers... we all just looked at the GM and said "yeah, no thanks, we're done". [That'd be more "GM style" than "Storyline", though.] A superhero game we played got too confusing (and we got too powerful), and we all decided we enjoyed it but were done, abruptly. But most of the time... Real Life interferes with players' (including the GM's) ability to attend. [/QUOTE]
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Why do so many campaigns never finish? Genuinely curious what others think
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