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Why have you dropped campaigns?
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<blockquote data-quote="SiderisAnon" data-source="post: 3841679" data-attributes="member: 44949"><p>I have never had a campaign end because of a bad module. I have never quit a game because of one bad adventure. (Well, once, but that was because in my first session the DM ended up killing the entire party with an NPC he'd saddled us with who was about ten times our power level. I think we were supposed to be there to be her henchmen.)</p><p></p><p>I don't believe I've ever had a player quit from one bad module either. I've had people quit because their character died, but that was a bad player, not necessarily a bad adventure. </p><p></p><p>I did have one guy quit because I used a demon in an adventure. It was against his religious beliefs to play in a game that used demons.</p><p></p><p></p><p></p><p>I have stopped campaigns for a multitude of reasons. However, if you remove ones where real life scheduling or having to move ended the game, they tend to fit into four categories.</p><p></p><p>1) As a DM, I lost all interest or was just too burned out to continue. This has really only happened once, but I believe it has contributed to the death of a couple of others. (Times when we could have moved things around to meet shifting schedules or found new players or whatnot, but it just wasn't worth it.)</p><p></p><p></p><p>2) The campaign ended because it reached an ending. This has happened a couple of times. Unfortunately, this happens too rarely in my opinion. The life changes kill most of my campaigns before we reach this point. (Which is why I now shoot for much shorter plots.)</p><p></p><p></p><p>3) The campaign was no longer playable. This has happened a number of times. </p><p></p><p>In my first Shadowrun campaign we realized that due to a misunderstanding of the rules and a couple of other issues, the PCs had become well-nigh unstoppable. We did a reset and started with new characters. </p><p></p><p>In a different Shadowrun campaign, the PCs had royally screwed up and ended up all going to ground in different countries. None of them trusted the other. There was no way to get the group back. (Actually, something similar happened in two Shadowrun games.)</p><p></p><p>In a college game using HERO system, we ended up with a total party kill due to a combination of bad factors. There was absolutely no way we could come up with to salvage things. The semester was almost over anyway, so we just ended it.</p><p></p><p></p><p>4) The players became such a pain that I ended things. Unfortunately, this happened a number of times before I learned to be much more picky about my players. </p><p></p><p>In one Shadowrun game, there were two radically different prevailing views on how to play. The various players developed BadWrongFun ideas about how each other were playing and built up a LOT of resentment for each other. Finally, I ended it because I just wasn't willing to deal with the garbage anymore. (And that was my last Shadowrun campaign ever.)</p><p></p><p>In one of my D&D campaigns, one of the primary players decided to basically declare war on the NPCs, the DM, and common sense in general. I let it go on too long before I realized that it was not worth my time and ended the game.</p><p></p><p>In another D&D campaign, two halves of the party went to war with each other. There was a lot of bad blood in and out of the game. The final result was that two party members killed off the rest of the party and several NPCs and then fled to another continent. That kind of ended the campaign right there.</p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 3841679, member: 44949"] I have never had a campaign end because of a bad module. I have never quit a game because of one bad adventure. (Well, once, but that was because in my first session the DM ended up killing the entire party with an NPC he'd saddled us with who was about ten times our power level. I think we were supposed to be there to be her henchmen.) I don't believe I've ever had a player quit from one bad module either. I've had people quit because their character died, but that was a bad player, not necessarily a bad adventure. I did have one guy quit because I used a demon in an adventure. It was against his religious beliefs to play in a game that used demons. I have stopped campaigns for a multitude of reasons. However, if you remove ones where real life scheduling or having to move ended the game, they tend to fit into four categories. 1) As a DM, I lost all interest or was just too burned out to continue. This has really only happened once, but I believe it has contributed to the death of a couple of others. (Times when we could have moved things around to meet shifting schedules or found new players or whatnot, but it just wasn't worth it.) 2) The campaign ended because it reached an ending. This has happened a couple of times. Unfortunately, this happens too rarely in my opinion. The life changes kill most of my campaigns before we reach this point. (Which is why I now shoot for much shorter plots.) 3) The campaign was no longer playable. This has happened a number of times. In my first Shadowrun campaign we realized that due to a misunderstanding of the rules and a couple of other issues, the PCs had become well-nigh unstoppable. We did a reset and started with new characters. In a different Shadowrun campaign, the PCs had royally screwed up and ended up all going to ground in different countries. None of them trusted the other. There was no way to get the group back. (Actually, something similar happened in two Shadowrun games.) In a college game using HERO system, we ended up with a total party kill due to a combination of bad factors. There was absolutely no way we could come up with to salvage things. The semester was almost over anyway, so we just ended it. 4) The players became such a pain that I ended things. Unfortunately, this happened a number of times before I learned to be much more picky about my players. In one Shadowrun game, there were two radically different prevailing views on how to play. The various players developed BadWrongFun ideas about how each other were playing and built up a LOT of resentment for each other. Finally, I ended it because I just wasn't willing to deal with the garbage anymore. (And that was my last Shadowrun campaign ever.) In one of my D&D campaigns, one of the primary players decided to basically declare war on the NPCs, the DM, and common sense in general. I let it go on too long before I realized that it was not worth my time and ended the game. In another D&D campaign, two halves of the party went to war with each other. There was a lot of bad blood in and out of the game. The final result was that two party members killed off the rest of the party and several NPCs and then fled to another continent. That kind of ended the campaign right there. [/QUOTE]
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