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Why should a campaign end?

dreaded_beast

First Post
Sorry if this has been asked before (as in a few threads ago), but I started thinking about this after reading Eric Noah's thread regarding analyzing a campaign.

I've always thought it should be little to no problem continuing a campaign after the "climax" has been reached (the characters have grown in strength and experience, so they are now ready to face the next challenge).

Can people input there reasons as to why a campaign should have a definite end? Or why you would rather not use the same characters to continue on to another campaign?
 

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Our campaigns usually end after a few years, when burnout/lure of new characters sets in. Haven't managed to end a campaign with a big climax yet... planned one this year, but then scheduling problems stopped that campaign cold. I am not sure we will pick itup again, since we already know the next campaign.
 

I usually do not end campaigns per say. Usually those characters fade into the background as a new series is created. Then somewhere down the line, the old characters return, and for 1 or perhaps 2 sessions, the players can play both their current and their previous character. This session(s) tend to get nasty, and I always give the option of not bring back an old character.

Now with that said. The game I am running now is coming to a definitive end. Most characters will not make it in one piece. (which is something I generally don't do.) This is my last game I am running as a DM so I want to go out with a bang. :)
 

The term 'jump the shark' has become a little cliche, but it exists for a reason. Sometimes, continuing a story is a bad idea. Once you've milked the concept for all the quality it provides, and dealt with all the situations the story demands, you're probably well off ending it and starting on something new.

*To those of you unfamiliar with the term, 'jump the shark' refers to when most people say the TV show Happy Days started to suck. Fonzie was in a surfing competition, and a shark attacked him, and he used his surfboard to jump over the shark. It was supposed to, like, funny, or cool or something, but it wasn't. The show thereafter died whimpering.

I think it depends on the structure of the game. To continue the TV example, some games are like Star Trek, some are like the Twilight Zone, and some are like Babylon 5.

Star Trek-ish shows have a loose concept, and storylines tend to be self-contained. There is little in the way of a story 'arc' in the game. You can keep on going with the game as long as you can keep on coming up with new ideas for adventures that let the characters show off. Indeed, the primary aspect of the game is the characters -- how they interact, what their personalities are, how they deal with adventure. While characters will grow and change a bit, there is no clear-cut goal in the game. It is possible, however, to write yourself into a corner, and set the cast of characters down a plotline that just ruins the point of the game. Like, imagine if, for some sort of drama, they'd decided that Captain Picard died, and never came back. It might make for a good story for a while as the ship copes, but you'd really have ruined a lot of what made the show unique.

Similarly, for a Star Trek-ish show, the best reason to end is that the cast changes too much. If too many PCs die, or if too many new characters join too quickly, the feel of the game changes. You get a sort of psychic conflict between old plotlines and new characters, since almost inevitably the two won't mesh. This happened in my latest game, where we lost three of the four initial PCs over the span of eight sessions. While we also replaced them with new characters, for a while there was a strain to make the one remaining original PC's motivations fit with the motivations of the new characters.

An important thing for keeping a game like this going is that, if characters do change, that you encourage the players to create characters that have a reason to continue with the group. Unless you really don't care about thematic consistency in the story, don't let them just make up new characters with no connection.

Twilight Zone-ish shows thrive on quick change. You might have one or two plot threads repeat themselves over the course of several years of gaming, but most adventures are self-contained, and even the characters involved are not as important. Indeed, compared to Star Trek-ish games, Twilight Zone-ish games are much more story driven, and less character-driven. These types of games can easily make use of published adventures, because those adventures are cool, new, and original. The goal is to entertain week after week, and the GM for this sort of game doesn't worry much about telling a single long story, but rather many short ones.

It's really hard to 'jump the shark' in this sort of game. While individual adventures might not be as good as the rest, it's easy enough to get a new start with the next adventure. Players can come and go, settings change, and even GMs can switch sometimes. The goal for the group is just to game and have fun, and variety is the spice of life.

Babylon 5-ish games tie character and story together intricately. There is one story being told, and though it might have many twists and turns along the way, everyone has a sense that eventually there will be an ending. Having a character leave can be disastrous, requiring whole plot threads to change. GMs of this sort of game are often the most adverse to PC death, not just for the sake of the group, but for the sake of their own story.

Babylon 5, in my opinion, jumped the shark at the beginning of the 5th season. It was obvious the production crew changed, what with the production values seeming so much different between 4th and 5th season. Two characters left the show, one through death, one through contractual issues. Heck, it's pretty common knowledge that J. Michael Straczynski rushed season 4 because he wasn't sure he'd get a 5th season, and thus most of the plot came to an end at the end of season 4. The point of the show had been fulfilled, and continuing it, though it did indeed lead to some entertaining moments, sadly did not keep up the same feel of the show from before.

This sort of game is not the type of thing you want to run while in college, trust me. They work best either with a small, dependable group (two or three players), or when all of your gamers are settled, have families, and aren't likely to skedaddle off to California.



I suppose we should have a more techinical term. Let's just say we want to measure a campaign on several factors, and one of those factors is the Arc, or lack thereof. On a scale of 1 to 10:

Star Trek: The Original Series - 4
Star Trek: The Next Generation - 5
Star Trek: Deep Space Nine - 6
Twilight Zone - 1
Babylon 5 - 9
Angel - 7
Sagiro's Storyhour - 8
Piratecat's Storyhour - 5
(Contact)'s Return to the Temple of Elemental Evil Storyhour - an odd mixture of 2 and 8. 2 for the character turnover, 9 for the overarcing plot. Once they defeated the temple, there wasn't really much of a reason to keep going. But, oddly, I hear they did. I never really looked into it. Hmm.
 

RangerWickett said:
(Contact)'s Return to the Temple of Elemental Evil Storyhour - an odd mixture of 2 and 8. 2 for the character turnover, 9 for the overarcing plot. Once they defeated the temple, there wasn't really much of a reason to keep going. But, oddly, I hear they did. I never really looked into it. Hmm.

You should. The Liberation of Tenh (the new campaign) is pretty much named after the new Arc, and the new Arc is, well, nation-building and kicking the crap out of Iuzians (with many digressions along the way). It's a strong example of how characters can shift from one plot to the next, and the character turnover moves to about an 8 (unless you count cohorts).

To return to topic, part of the difference between campaigns that are designed to end and campaigns that just keep going is player motivation. Some players will always have motivation to keep gunning for the next level and the next set of villains; other players want to play out their character's "story" to a satisfying ending point, and that ending point is harder to get to if there's an implicit understanding that the campaign will keep going until the GM burns out or real-life issues prevent it from continuing. It's all about whether you want closure or not, and how you define it. (Some players like closure in the form of "I got to 20th level." Hey, that's fine.)

To use a movie analogy (in counterpoint to RangerWickett's TV analogy), some players want a game that's like the James Bond series of movies — the main character(s) always have a motivation to go on more adventures, they get new toys every episode, and so on. Others prefer a game that's like the Princess Bride or Gladiator, where you are content to leave the main characters to their well-deserved resolution. Most of the people I've gamed with prefer a mix of the two, where a campaign actually gets to a resolution point where they would be happy to leave their characters, but also has just enough wiggle room to pick up again later if they like. (I'm thinking Big Trouble in Little China here; could have had a sequel, but didn't need one.)

I tend to prefer either of the latter two approaches as a player or GM. Not all books or movies need sequels, and neither do all games. Closure suits me fine.
 

I'm of the B5 style of gaming. Each campaign is a single story with different chapters, plots and such but a single story arc that runs from the get-go to the end. As such, when the arc is complete, I end that campaign. The next remains in the same world but X years later so that the players or new players can see the repercussions of the previous season.
 

As seems to be the case among certain DMs in this thread, my problem isn't so much about should the campaign end, it's a matter of does the campaign end. To date, I've never came to a determined end with a campaign, even those that went on for years. Eventually, something just happened and someone lost interest. The campaign faded away into obscurity.

My most recent long-running campaign, however, does have an end in sight, but we're never certain about when it will happen. An apocalypse is on the way and it hinges on the child of the PC (an aasimar) and an NPC (a tiefling). So far, various portals are opening up across the Flanaess that lead to darker planes. Each portal has an aspect which affects the surrounding populace. What the PC has just recently discovered: Once all thirteen portals have opened, Tharizdun will be released from his prison...onto an already devastated Flanness.

This one's supposed to end with a big climax, most likely the death of the PC, but in a way which can make things right for those who do survive. I'm excited to finally have an idea and reason for the campaign to end. Here's hoping we can both stay interested long enough to reach the conclusion. ;)
 
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Whether you have a long arc or a series of short arcs you eventually run out of compelling stories to tell with a group. Just go two more adventures past that and then call it quits. ;)

Seriously, this is like trying to decide when to break up with someone. It's time when its time and you just don't know when until it is upon you.
 

Campaign for me always meant the setting. Characters go from 1st to 20th or so...but whenever they "retire" or TPK...their effects on the world were still evident.

So for me, camapaigns don't end, but storylines or a set of characters do...for all the reasons listed above.
 

To me the alternative to "ending" is "petering out." And I don't like doing it that way. I'd rather leave 'em wanting more than have them get bored, lose interest, etc. The TV analogy that folks have used is apt -- do you want your favorite series to just suddenly go off the air after a long run due to poor ratings, or do you want some closure, a nice wrap-up, etc. while the show is somewhere near its peak? The TV-to-game analogy isn't perfect of course, but it expresses how I feel about it.
 

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