DrunkonDuty
he/him
Hey all,
Just reading the Bad 3E module thread. I noticed that many folk will drop a campaign because of a bad module. Generally I've only done dropped a campaign when I've lost an important player or had a TPK. I've rarely done this for other reasons. The only time I can remember was years ago: a Shadowrun campaign when my players were just being absolute s.
Over long anecdote in italics follows:
It got to the point where I was making all their decisions for them because they utterly refused to do any thinking. It had been like this for many sessions. Another friend of ours came into the room during a session and said something like: "Wow, you seem to be doing all the playing, PCs and NPCs both." I mouthed off loudly about how crap the players all were and how they only paid any attention during a fight and that I'd prove it. I turned to the players and said "So they start shooting." The guys jump into action, grabbing dice asking where the bad guys were and what were they doing. Despite this being a complete non sequitur in game terms and despite my just slagging them off. They had been paying that little attention for so long. So I shut the books and said campaign over. Then they whinged.
So anyway, I was just wondering for what reasons, if any, you would stop a campaign. In game or out of.
Just reading the Bad 3E module thread. I noticed that many folk will drop a campaign because of a bad module. Generally I've only done dropped a campaign when I've lost an important player or had a TPK. I've rarely done this for other reasons. The only time I can remember was years ago: a Shadowrun campaign when my players were just being absolute s.
Over long anecdote in italics follows:
It got to the point where I was making all their decisions for them because they utterly refused to do any thinking. It had been like this for many sessions. Another friend of ours came into the room during a session and said something like: "Wow, you seem to be doing all the playing, PCs and NPCs both." I mouthed off loudly about how crap the players all were and how they only paid any attention during a fight and that I'd prove it. I turned to the players and said "So they start shooting." The guys jump into action, grabbing dice asking where the bad guys were and what were they doing. Despite this being a complete non sequitur in game terms and despite my just slagging them off. They had been paying that little attention for so long. So I shut the books and said campaign over. Then they whinged.
So anyway, I was just wondering for what reasons, if any, you would stop a campaign. In game or out of.
Last edited: