Discussion:
Why do campaigns end?
(too old to reply)
psychohist
2006-11-08 05:32:30 UTC
Permalink
So I'm curious ... what are the most common reasons for campaigns
ending? Players getting bored, gamesmaster getting bored, campaign
designed to be closed ended?
Irina Rempt
2006-11-08 06:54:39 UTC
Permalink
Post by psychohist
So I'm curious ... what are the most common reasons for campaigns
ending? Players getting bored, gamesmaster getting bored, campaign
designed to be closed ended?
My most common reason for campaigns to end is that the characters'
adventuring phase is over. We had two campaigns, one after the other, end
when all the PCs were safely married (some to each other) and we didn't
feel much like playing soap opera. The current campaign's PCs are the
daughter of a couple from the first campaign and the daughter of a couple
from the second, who are conveniently close in age (18 and 15 at the
start; now 19 and just 17).

I thought it, too, was coming to an end when the young king proposed to
the 19-year-old and she said yes, but the players want more. It's true
that the king wants to travel to see his country, so there *is* more,
fortunately :-)

Irina
--
Vesta veran, terna puran, farenin. http://www.valdyas.org/irina/
Beghinnen can ick, volherden will' ick, volbringhen sal ick.
http://www.valdyas.org/foundobjects/index.cgi Latest: 08-Sep-2006
Jeff Heikkinen
2006-11-08 07:21:58 UTC
Permalink
Chances are suprisingly good that psychohist was not wearing pants when
Post by psychohist
So I'm curious ... what are the most common reasons for campaigns
ending? Players getting bored, gamesmaster getting bored, campaign
designed to be closed ended?
In reverse chronological order, here's what happened to the last few I
ran that lasted a significant length of time, then ended:

I moved to a different city, ending my two most recent games. One of
them was a finite series of modules anyway, and we left off one session
short of the planned ending (actually, of a *fourth* module I tacked on
by popular demand after the planned trilogy was over). The other of
those games may yet continue; we are talking about resuming it in an
online form after Christmas.

*Everyone* just seemed to lose interest in the previous Greyhawk game at
around the same time, especially when we learned that a key player was
moving away. This would have not only hurt the dynamic of that group,
but removed the motivation of one of the other PCs for being with them.
I started the finite campaign for the remaining players because I
figured I could squeeze it into the time available before my own move.

I lost interest in the Birthright game that was going on in parallel to
the Greyhawk one, after five years, and unilaterally pulled the plug on
it. I was surprised how negative the reaction was - at least two of the
other participants were really into it. I had thought most of them
shared my own general ennui about how that game was going, when in
reality only one did, though a couple of others were okay with ending
it. (Incidentally, one reason for my feelings on the matter was that,
although to a somewhat reduced degree, we were encountering the problems
Mary has been talking about with high-level D&D3E, though one of the
players would strenuously disagree that they were problems. The prep
time for those games, however, is murder, especially when contrasted
with what you get out of it.)

Before that, it was a long time since I had ended a game, and the memory
fades or plays tricks. I put the game before the Birthright one on
"indefinite hiatus" (which it's safe to say will never end), intending
to return to it with a different player lineup; the reasons were that I
was less than certain where the plot was ultimately going, and frankly,
I wanted a chance to somewhat gracefully jettison a certain character,
who I saw as problematic. (The character was actually more or less fine;
the first year or so of the Birthright game proved it was the *player*
who was the problem there, as the same issues resurfaced even with him
running a character specifically designed to minimize them.)

That game had in fact come back from "indefinite hiatus" once before,
when scheduling difficulties with multiple players killed its
predecessor.

I think that's all of them.

I was involved in three other games as a player over this time span,
with three different GMs:

* I was quietly ejected from one group (the GM just unilaterally stopped
inviting me) for reasons that were never clear to me nor to the majority
of the other participants. I had not been happy with it anyway, and had
been thinking of quitting. The only thing I remember that may serve as a
partial explanation was that the GM was often visibly annoyed by the
fact that I knew the rules better than he did. He used the phrase "rules
lawyer" more than once even though I made a point of NOT trying to force
the rules on him where he didn't want to follow them (and this in turn
annoyed *me*); I just wanted to be clear, in any given situation, on
whether he was following them or not. (Indeed, it was usually just as
well that he didn't, this being first-edition AD&D.)

* I was not-at-all-quietly ejected from a second over a dispute with the
GM and another player that had absolutely nothing to do with the game
itself. It's probably worth mentioning that this GM was the same problem
player mentioned above and he and I had fairly recently had a you-can't-
fire-me-I-quit conversation over my Birthright game. That was, I would
like to think, only a minor factor in my being removed from his; the
main dispute had nothing to do with gaming.

* I quit the third one of my own free will for reasons I started a
thread right here in rgfa about at the time it happened, as I thought
others might find it an interesting case study. You can comb through
Google for as much or as little detail on that as you want. A short time
later the game I had quit collapsed because not-entirely-unrelated
frustrations on the part of the remaining players came to a head, and
the GM absolutely refused to do anything about it. Though that is, of
course, not the story he would tell.
Jeff Heikkinen
2006-11-08 21:25:22 UTC
Permalink
Chances are suprisingly good that I was not wearing pants when I said:
[1]
Post by Jeff Heikkinen
I was involved in three other games as a player over this time span,
And in two of the three cases, I failed to actually answer the main
question of the thread. Oops.
Post by Jeff Heikkinen
* I was quietly ejected from one group (the GM just unilaterally stopped
inviting me) for reasons that were never clear to me nor to the majority
of the other participants. I had not been happy with it anyway, and had
been thinking of quitting. The only thing I remember that may serve as a
partial explanation was that the GM was often visibly annoyed by the
fact that I knew the rules better than he did. He used the phrase "rules
lawyer" more than once even though I made a point of NOT trying to force
the rules on him where he didn't want to follow them (and this in turn
annoyed *me*); I just wanted to be clear, in any given situation, on
whether he was following them or not. (Indeed, it was usually just as
well that he didn't, this being first-edition AD&D.)
My recollection is that this one died of scheduling problems and
generally fading player interest shortly after my ejection. One player
mentioned my treatment as a factor in his own dissatisfaction, but I
don't think that was an important part of the reason that game ended, on
the whole.
Post by Jeff Heikkinen
* I was not-at-all-quietly ejected from a second over a dispute with the
GM and another player that had absolutely nothing to do with the game
itself. It's probably worth mentioning that this GM was the same problem
player mentioned above and he and I had fairly recently had a you-can't-
fire-me-I-quit conversation over my Birthright game. That was, I would
like to think, only a minor factor in my being removed from his; the
main dispute had nothing to do with gaming.
This one, on the other hand, lasted a long time after I was kicked out.
It was a finite, but very long, plot that the GM had in mind, and it
actually reached its natural conclusion.


[1] As it happens, I really wasn't. Am now, though.
Stephen McIlvenna
2006-11-08 08:47:32 UTC
Permalink
Post by psychohist
So I'm curious ... what are the most common reasons for campaigns
ending? Players getting bored, gamesmaster getting bored, campaign
designed to be closed ended?
Most of the campaigns that I have run have been designed from the outset
with a specific medium to long term goal or story-arc in mind. In most cases
they have reached a satisfactory conclusion (not necessarily a conclusion
that I had imagined at the beginning, but one which resolved the characters'
ambitions as play progressed). These mini-campaigns ended naturally and, as
players, we would decide if we wanted another mini-campaign with the same
characters / setting or move on to something fresh.

I did run one campaign which just fell flat and died without ever really
getting off the ground. It was one of my few attempts to run a completely
open-ended setting driven by the players' interests and decisions. I think
that because we were used to more episodic plot-driven adventures, the
players didn't really know how to make use of their greater freedom. There
was also an element of turtling - since their characters weren't being
thrust into a dangerous limelight, they kept their heads down and avoided
any hint of confrontation. (It was a tramp freighters campaign using the d6
STAR WARS game. The characters, in-game, avoided any hint of smugglers,
bounty hunters or rebellions and tried to make a few honest credits without
breaking any Imperial trade laws. The players, out-of-game, were bored by
their characters' decisions. I think the ship and crew were still docked on
Alderaan when the Death Star entered orbit).

I've played in many campaigns that died for different reasons. Many were run
by a GM who loved new stuff. He would get excited by a new setting or
character concept, we would play a few sessions, he would get bored, play
would die. By contrast, the epic home-brew campaign which ran through most
of our university years died with some bad-feeling due to mass player
fatigue. The campaign had been an intense struggle against superior forces
right from the beginning. Every time we thought we were getting close to a
conclusion, the GM would stretch the horizon and set even more difficult
scenarios to be tackled. It got to the point where we, the players, just
didn't care any more.

Stephen
http://www.btinternet.com/~s.mci/
Mary K. Kuhner
2006-11-08 19:36:00 UTC
Permalink
Post by Stephen McIlvenna
By contrast, the epic home-brew campaign which ran through most
of our university years died with some bad-feeling due to mass player
fatigue. The campaign had been an intense struggle against superior forces
right from the beginning. Every time we thought we were getting close to a
conclusion, the GM would stretch the horizon and set even more difficult
scenarios to be tackled. It got to the point where we, the players, just
didn't care any more.
That's a pretty good description of what happened to several of ours.
It can be excessive difficulty or just too many iterations of "You
think you've solved the problem, but you really haven't."

We did a module-based D&Dv3 game a few years ago which eventually
established a goal of the characters reaching the Font of the Earth's
Blood. Every time they got close, they would be sent off on a
subquest or involved in a distraction. After 10-12 sessions of
this, the player threw up her hands and said, "Nothing you could do
with the Font would be enough to satisfy the expectations built up
over all these sessions--plus, we *still* aren't there. I quit."

Mary Kuhner ***@eskimo.com
Erol K. Bayburt
2006-11-08 14:39:57 UTC
Permalink
Post by psychohist
So I'm curious ... what are the most common reasons for campaigns
ending? Players getting bored, gamesmaster getting bored, campaign
designed to be closed ended?
IME, most campaigns fold after one or two sessions - they just don't
get successfully started in the first place.

For campaigns that don't die in infancy, the most common reason I've
noticed is that people move, leaving the area.
--
Erol K. Bayburt
***@aol.com
David Alex Lamb
2006-11-09 03:28:38 UTC
Permalink
Post by Erol K. Bayburt
For campaigns that don't die in infancy, the most common reason I've
noticed is that people move, leaving the area.
I've been involved in, I think, six tabletop campaigns. Most died for me due
to the GM or me leaving town. One continued after I left until the GM lost
interest and the players mostly shifted to boardgames; it had homebrew rules,
and eventually everyone realized the 'true mages' dominated every other
character path in the game. The one I ran for my kids died because I never
made enough prep time and so ran sessions too slowly.
--
"Yo' ideas need to be thinked befo' they are say'd" - Ian Lamb, age 3.5
http://www.cs.queensu.ca/~dalamb/ qucis->cs to reply (it's a long story...)
gleichman
2006-11-08 15:42:45 UTC
Permalink
Post by psychohist
So I'm curious ... what are the most common reasons for campaigns
ending? Players getting bored, gamesmaster getting bored, campaign
designed to be closed ended?
People moving is the greatest influence on the life of the campaigns
I've been involved in. The first ones started in High School and the
resulting years there after saw many people leave. Even later in life
movement to a different city or state is hardly a rarity and this by
far is the greatest reason for losing a player (or losing regular
status in my own case).

As a result, if one is judging a campaign solely upon a original set of
players and characters- there isn't much left after 28 years or so. If
one is judging based upon the campaign world however, the two Age of
Heroes campaigns are still on-going.

For what I consider the estiblished gaming groups that I've been part
of, most are still in existence and are basically 'city' based and
match my own change in residence.



Kansas City:

Group still exists and plays regularly, general with the original GM
running Age of Heroes in the same campaign setting. This is the
original AoH game and the one I use for reference for Generational
Campaigns. Last I checked, there are three original players as well. I
still return on occasion to either play in or run my Middle Earth
Campaign.

They have ran other campaigns for short periods- Morrow Project, Marvel
Superheroes (both using HERO System) for example. They always return to
the fantasy campaign however as that's their first, best and greatest
love.

I make a trip back 'home' every couple of years and either play in or
run a game with them.



Oklahoma City:

I went through a couple of different groups attempting to find a good
match upon arrival with mixed success. I met my wife at the first one,
but it collapsed not long after as people went their different ways. I
did however keep my wife going forward :) Given the short life span, I
don't consider those attempts real campaigns.

There were basically two groups that existed for any time in this
period.

The first was the family based one (My wife, her uncle, and myself).
Morrow Project was the primary campaign for this group and we reached a
good ending point for the campaign lacking only the final adventure to
officicially shut it down. We may return to it some day and finish it.

The cause for that lack of closure was the expanding of the group into
what I generally call the OKC group. This one never really settled on a
single campaign, ducking in and out of them and no one campaign ever
really settled while I was there. Looking back on it I think it was
likely a combination of group boredom due to style differences and
something of a power struggle with one of the players that I didn't
even realize was going on at the time.


Dallas

My job took me even further south and once again I had to deal with
attempts to find a new game group. If anything it was more difficult
this time. The first attempt flopped completely due to style
differences.

The second (and my current group) however has been perhaps the most
successful since the original KC one.

Here we rotate through a number of campaigns without ending any. These
are my long standing Middle Earth campaign, Re-imagined Marvel Comics,
Deadlands, and Shadowrun. The switches are determined by a desire for
change of pace. Plus we've been running through them to allow our new
players to find the one they like the best (if any).
Neelakantan Krishnaswami
2006-11-08 17:03:54 UTC
Permalink
Post by psychohist
So I'm curious ... what are the most common reasons for campaigns
ending? Players getting bored, gamesmaster getting bored, campaign
designed to be closed ended?
For my own part, I want to try out a lot of different rules sets and
settings. So in my group games are typically set up to run for a month
or two and then we try something else.

Trying a wide variety of approaches makes for a wider and deeper bag
of tricks, so that when we do try a long-form campaign it will work a
lot better than if we had started it right away.
--
Neel R. Krishnaswami
***@cs.cmu.edu
Del Rio
2006-11-08 17:18:30 UTC
Permalink
Post by psychohist
So I'm curious ... what are the most common reasons for campaigns
ending? Players getting bored, gamesmaster getting bored, campaign
designed to be closed ended?
With my playing groups, it has invariably been due to
life changes with the playing group. Moving, changing
jobs, marriage, children, relationship breakups, etc.
I have never been in a campaign that has played out to
a satisfying conclusion, and been shut down by mutual
consent of the group.
--
"I know I promised, Lord, never again. But I also know
that YOU know what a weak-willed person I am."
Chuk Goodin
2006-11-08 19:03:12 UTC
Permalink
Post by psychohist
So I'm curious ... what are the most common reasons for campaigns
ending? Players getting bored, gamesmaster getting bored, campaign
designed to be closed ended?
All of mine have ended in either ennui or drifting away of players. A
couple changed from face-to-face to mail based (not email -- this was in
the mid 80s), and then petered out, and my most long lasting ones have
been email games. I did drop out of one game that may still be going (a
local D&D game with some friends of my sister's) because I was going back
to school.
--
chuk
Mary K. Kuhner
2006-11-08 19:32:31 UTC
Permalink
Post by psychohist
So I'm curious ... what are the most common reasons for campaigns
ending? Players getting bored, gamesmaster getting bored, campaign
designed to be closed ended?
Of my multi-player games, two reached a natural closing point after
about a year apiece, one broke up because two of the players became
parents, and several fell apart due to interpersonal issues.

Our in-house one-player games often encounter some kind of breakdown
either of the rules or of the situation, though a few have gone on
to natural endings. One or two ended due to boredom, but it hasn't
been common.

I think SCAP went belly-up, probably permanently, this week. The
player (me) concluded that it was just too damned hard to be any fun
anymore. I'm regretting this as I think the characters and
setting clicked really well; but two hours of "Accounting 101"
and seven hours of grinding out the fight scene turned out not to be
the way I wanted to spend my weeked.

We've had games end because the situation escalated beyond what
players or GM were comfortable with, or because of (often repeated)
total party kills, or because the interests of the characters had
become incompatible with the interests of the players, or because
the GM was overwhelmed by the prep work burden. Or some mix of all
of those.

Controlling difficulty/lethality levels has been a huge struggle for
us in all of these games.

Mary Kuhner ***@eskimo.com
Erol K. Bayburt
2006-11-09 04:43:11 UTC
Permalink
On Wed, 8 Nov 2006 19:32:31 +0000 (UTC),
Post by Mary K. Kuhner
I think SCAP went belly-up, probably permanently, this week. The
player (me) concluded that it was just too damned hard to be any fun
anymore. I'm regretting this as I think the characters and
setting clicked really well; but two hours of "Accounting 101"
and seven hours of grinding out the fight scene turned out not to be
the way I wanted to spend my weeked.
How much of the problem do you think is due to your "one player, six
characters" format? If you had five other players to share the
accounting burden would it have seemed as heavy?

As for seven hours to grind out the fight scene - just how big was
that fight scene? How many characters on each side? One of the
frequent comments over on r.g.f.dnd is about the "creeping HEROization
of D&D." And combat in HERO does have a (well earned) rep of being
molasses-in-winter slow to play out unless the players and GM all make
a special effort to keep things moving quickly. How much of the seven
hour fight scene was due to the fight having lots of characters
involved, skirmish-wargame style, and how much was due to the
characters having lots of options & bookkeeping attached, HERO style?
--
Erol K. Bayburt
***@aol.com
gleichman
2006-11-09 12:04:27 UTC
Permalink
Post by Erol K. Bayburt
And combat in HERO does have a (well earned) rep of being
molasses-in-winter slow to play out unless the players and GM all make
a special effort to keep things moving quickly.
I have a strong feeling that such things are purely a matter of
personal perspective and style (both in character construction and of
play). HERO is exactly what the player makes it to be, unlike D&D. If
it's slow for someone, it's their own fault.
Del Rio
2006-11-09 16:48:46 UTC
Permalink
Post by Erol K. Bayburt
On Wed, 8 Nov 2006 19:32:31 +0000 (UTC),
Post by Mary K. Kuhner
I think SCAP went belly-up, probably permanently, this week. The
player (me) concluded that it was just too damned hard to be any fun
anymore. I'm regretting this as I think the characters and
setting clicked really well; but two hours of "Accounting 101"
and seven hours of grinding out the fight scene turned out not to be
the way I wanted to spend my weeked.
How much of the problem do you think is due to your "one player, six
characters" format? If you had five other players to share the
accounting burden would it have seemed as heavy?
I had two thoughts - one was that this seems
burdensome, and the other is that one player would have
a really hard time optimizing the abilities of so many
characters. Even a real 5-star D&D expert would have
his hands full just keeping track of everything, and
couldn't really be expected to make "best use" of all
those characters at once.

Not to mention having more heads to help work out
the overall strategy.
--
"I know I promised, Lord, never again. But I also know
that YOU know what a weak-willed person I am."
gleichman
2006-11-09 16:56:30 UTC
Permalink
Post by Del Rio
I had two thoughts - one was that this seems
burdensome, and the other is that one player would have
a really hard time optimizing the abilities of so many
characters. Even a real 5-star D&D expert would have
his hands full just keeping track of everything, and
couldn't really be expected to make "best use" of all
those characters at once.
This has interesting implications for a GM attempting to run his NPCs
doesn't it?
Mary K. Kuhner
2006-11-09 17:23:37 UTC
Permalink
Post by gleichman
Post by Del Rio
I had two thoughts - one was that this seems
burdensome, and the other is that one player would have
a really hard time optimizing the abilities of so many
characters. Even a real 5-star D&D expert would have
his hands full just keeping track of everything, and
couldn't really be expected to make "best use" of all
those characters at once.
This has interesting implications for a GM attempting to run his NPCs
doesn't it?
Yeah. He is much better at this than I am, but he was exhausted
and visibly unhappy at the end of the long fight too.

We shifted some of the pre-session prep burden for the PCs to
him--shopping for magic items in particular--and I ended up
feeling pretty guilty about it.

When I was running AD&Dv1, it was clear that as a single individual
I could not possibly do as well for the NPCs as the six players
did. This was counterbalanced to some extent by command and
control issues among the players, but when they had their act
together, the PCs would always win an even fight of any complexity
because "six heads are better than one."

Mary Kuhner ***@eskimo.com
gleichman
2006-11-09 18:07:04 UTC
Permalink
Post by Mary K. Kuhner
When I was running AD&Dv1, it was clear that as a single individual
I could not possibly do as well for the NPCs as the six players
did. This was counterbalanced to some extent by command and
control issues among the players, but when they had their act
together, the PCs would always win an even fight of any complexity
because "six heads are better than one."
The strong niche roles and resource management style of play in AD&D is
likely the strongest influence on this. The Resources are basically
invisible, each with their own range of effects and requirements. This
places a heavily burden on the GM to *remember* those resources in
order to use them. In simple fact, he must remember X (where X =
players) as much as any other player.

I imagine 3.5 makes even heavier demands as it adds all those "crunchy
bits" (to use Peter's term). These are also basically invisible to the
GM and have to be remembered- worse they do different things in
combination and often a minor point of the rules can have a huge
impact.

Keeping track of all this is a chore to say the least. Add in
additional books and I imagine that that 3.5 approachs Star Fleet
Battles in "oh, that little rule on page 247 just changes the entire
battle" outcomes.

In contrast, the games I play typically are more concerned with
position and action than resources or rule combos. The result is that
things are more visible and as GM the battlemap itself contains almost
all the information I need with the rest fitting easily in memory. Thus
rarely do I have problems out thinking six heads if I desire to.
Del Rio
2006-11-09 21:20:07 UTC
Permalink
Post by gleichman
In contrast, the games I play typically are more concerned with
position and action than resources or rule combos. The result is that
things are more visible and as GM the battlemap itself contains almost
all the information I need with the rest fitting easily in memory. Thus
rarely do I have problems out thinking six heads if I desire to.
As a GM, one of the things I truly miss about AD&D is
the simplicity of character design. If I knew someone
was a 10th level Fighter, that told me pretty much all
I needed to know about his capabilities in combat. The
only things that differentiated people were ability
scores and equipment.

That made it a *lot* easier to generate "instant
opponents", which, since my GMing style is heavily
improvisational, I really miss now. Especially since
there *still* aren't any really good character
auto-generation software packages available, so I can't
even easily create a stable of pre-generated PCs.
--
"I know I promised, Lord, never again. But I also know
that YOU know what a weak-willed person I am."
Rupert Boleyn
2006-11-13 03:19:43 UTC
Permalink
Post by Del Rio
As a GM, one of the things I truly miss about AD&D is
the simplicity of character design. If I knew someone
was a 10th level Fighter, that told me pretty much all
I needed to know about his capabilities in combat. The
only things that differentiated people were ability
scores and equipment.
That made it a *lot* easier to generate "instant
opponents", which, since my GMing style is heavily
improvisational, I really miss now. Especially since
there *still* aren't any really good character
auto-generation software packages available, so I can't
even easily create a stable of pre-generated PCs.
What's worse for this style, IMO, is that you can't really use wild
guesses and numbers pulled out of thin air, either - even barbarians are
too complex for this past say 7th level (and they are about the simplest
PC class, IME), and even NPC warriors are dodgy by this level (because of
their gear, if nothing else). This makes the GM prep for D&D at mid-high
levels far heavier than _any_ other rpg I've run (though Hero or GURPS for
decent point-value supers would be similar, I expect) unless you stick
with pre-statted monsters from the monster manual and assume they never,
everm make use of useful bits of their treasure and that they always
follow their basic tactical proclivities. When I ran such 'complex' games
as Aftermath, Rolemaster, Hero, and GURPS, I'd just make numbers up for
most NPCs and critters if I didn't have something prepared or statted out
in a book, and it worked fine.
--
Rupert Boleyn <***@paradise.net.nz>
Del Rio
2006-11-13 16:30:44 UTC
Permalink
Post by Rupert Boleyn
Post by Del Rio
That made it a *lot* easier to generate "instant
opponents", which, since my GMing style is heavily
improvisational, I really miss now.
What's worse for this style, IMO, is that you can't really use wild
guesses and numbers pulled out of thin air, either
Yep. After the years I spent playing and GMing 1st Ed,
I didn't even need to pull most numbers out of thin air. It
was easy enough to use numbers that were dead-on acurate,
because there weren't that many variables involved, you
could actually do the calculations in a few seconds.

1st Ed level 8 fighter, Str 18/25, +2 longsword. See,
that's all I told you, but you already know his attacks
and damage stats without me giving you any additional
info.

You can't go back of course, because once people get
used to customizing their characters to this extent,
you could never convince them to go back for the sake
of making the GMs job easier. But it's rough.
--
"I know I promised, Lord, never again. But I also know
that YOU know what a weak-willed person I am."
Rupert Boleyn
2006-11-13 23:03:28 UTC
Permalink
Post by Del Rio
1st Ed level 8 fighter, Str 18/25, +2 longsword. See,
that's all I told you, but you already know his attacks
and damage stats without me giving you any additional
info.
Probably THAC10, 1d8+5 damage (assuming I'm remembering exceptional
strength right - we did away with it). He'd have about 44HP, too, unless
you decided to boost his Con, or 48-49HP if you used max HP at 1st level.
Post by Del Rio
You can't go back of course, because once people get used to customizing
their characters to this extent, you could never convince them to go
back for the sake of making the GMs job easier. But it's rough.
Yep. Thus my answer of moving 'sideways' to another system.
--
Rupert Boleyn <***@paradise.net.nz>
Del Rio
2006-11-09 21:09:11 UTC
Permalink
Post by gleichman
Post by Del Rio
I had two thoughts - one was that this seems
burdensome, and the other is that one player would have
a really hard time optimizing the abilities of so many
characters. Even a real 5-star D&D expert would have
his hands full just keeping track of everything, and
couldn't really be expected to make "best use" of all
those characters at once.
This has interesting implications for a GM attempting to run his NPCs
doesn't it?
It does, and it's why I think that a GM playing a
mirror image of a PC would probably lose 7 times out of
10 to the PC in the hands of the player who created him.
--
"I know I promised, Lord, never again. But I also know
that YOU know what a weak-willed person I am."
Jeff Heikkinen
2006-11-10 05:12:24 UTC
Permalink
Chances are suprisingly good that gleichman was not wearing pants when
Post by gleichman
Post by Del Rio
I had two thoughts - one was that this seems
burdensome, and the other is that one player would have
a really hard time optimizing the abilities of so many
characters. Even a real 5-star D&D expert would have
his hands full just keeping track of everything, and
couldn't really be expected to make "best use" of all
those characters at once.
This has interesting implications for a GM attempting to run his NPCs
doesn't it?
Tell me about it.

If there's one book that system needs that it *doesn't* have a
particularly good example of already, it's a book of premade NPCs and
advanced monsters, with tactical tips. Not just unique villains, though
those are useful, but fairly standard types usable as mooks as well. 3.0
had a chart of premade NPCs of every class and level in the DMG, and it
was really helpful despite them being a bit cookie-cutter after you used
them more than once; it really needed three or four distinct advancement
paths for some classes, especially the fighter, rather than one. 3.5 was
a step forward in many ways, but they definitely dropped the ball in
leaving this out of the DMG (they included a vastly smaller number of
admittedly more interesting NPCs instead; they really should have done
both).

They are starting to include more such information in adventures and
monster books, as are the editors of Dungeon magazine (where the SCAP
first appeared, and by the way the correct name is SHACKLED City
Adventure PATH if anyone is having trouble finding it).
Rupert Boleyn
2006-11-13 03:11:25 UTC
Permalink
Post by gleichman
Post by Del Rio
I had two thoughts - one was that this seems
burdensome, and the other is that one player would have
a really hard time optimizing the abilities of so many
characters. Even a real 5-star D&D expert would have
his hands full just keeping track of everything, and
couldn't really be expected to make "best use" of all
those characters at once.
This has interesting implications for a GM attempting to run his NPCs
doesn't it?
Yes, it does. I'm sure that a large number of "that seemed easier than it
should have" moments come because of multiple planners vs one. So do a
number of "that shouldn't have been a TPK" moments - while the players may
have the advantage of many heads working on a problem, the GM has the
advantage of a more unified 'command structure' - unless he wants them to
his NPCs don't suddenly deviate from a plan mid-fight, or mis-understand
their role, or or get attached to some crazy hare-brained idea because
the charismatic no-common-sense player sold everyone on his latest
get-rich-quick scheme.
--
Rupert Boleyn <***@paradise.net.nz>
Del Rio
2006-11-13 16:33:13 UTC
Permalink
Post by Rupert Boleyn
have the advantage of many heads working on a problem, the GM has the
advantage of a more unified 'command structure' - unless he wants them to
his NPCs don't suddenly deviate from a plan mid-fight, or mis-understand
their role, or or get attached to some crazy hare-brained idea because
the charismatic no-common-sense player sold everyone on his latest
get-rich-quick scheme.
Actually I have NPCs do stuff like that all the time.
They act according to their natures, which is to say
that some not-insignificant portion of them are idiots,
suckers or dullards.
--
"I know I promised, Lord, never again. But I also know
that YOU know what a weak-willed person I am."
gleichman
2006-11-13 17:00:39 UTC
Permalink
Post by Del Rio
Actually I have NPCs do stuff like that all the time.
They act according to their natures, which is to say
that some not-insignificant portion of them are idiots,
suckers or dullards.
And sometimes the GM is dullard, my case in point...

I was running a classic goblins vs. PC fight on our battle map with
mini's not just for the characters but for much of the terrain
including trees, walls, rocks, etc. I completed my moving much of my
hoard and we were deep into player movements when someone point out
this one little goblin who hadn't done anything.

I overlooked him because one of the trees hide him.

Instead of pulling back and doing his move, I told the players "Yep,
he's hanging out there looking around the tree- maybe he's interested
to see how his buddies do before jumping in...."

Everyone had fun with the guy there after as the little coward
attempted his best to keep his own hide intact while tossing a rock or
two in the direction of the players so he could say he was in the
battle. Little snot got away too at the end...
Neelakantan Krishnaswami
2006-11-13 17:32:13 UTC
Permalink
Post by Rupert Boleyn
have the advantage of many heads working on a problem, the GM has
the advantage of a more unified 'command structure' - unless he
wants them to his NPCs don't suddenly deviate from a plan
mid-fight, or mis-understand their role, or or get attached to some
crazy hare-brained idea because the charismatic no-common-sense
player sold everyone on his latest get-rich-quick scheme.
Actually I have NPCs do stuff like that all the time. They act
According to their natures, which is to say that some
not-insignificant portion of them are idiots, suckers or dullards.
That reminds me of one of my proudest GMing moments. I was running
Nobilis, and the players finally figured out the scheme of some of the
NPCs. Loosely speaking, the NPCs had an extremely complicated plan
which involved making a deal with Cthulhu in order to kill the Devil,
and then using legal technicalities to weasel out of keeping their end
of the bargain.

In a group, the players ticked off all the many, many ways the plan
could go horribly wrong, and finally someone said, "That's so
ill-conceived *we* could have come up with it!"


...and then they decided to help. :)
--
Neel R. Krishnaswami
***@cs.cmu.edu
Mary K. Kuhner
2006-11-13 21:57:06 UTC
Permalink
Post by Rupert Boleyn
Yes, it does. I'm sure that a large number of "that seemed easier than it
should have" moments come because of multiple planners vs one. So do a
number of "that shouldn't have been a TPK" moments - while the players may
have the advantage of many heads working on a problem, the GM has the
advantage of a more unified 'command structure' - unless he wants them to
his NPCs don't suddenly deviate from a plan mid-fight, or mis-understand
their role, or or get attached to some crazy hare-brained idea because
the charismatic no-common-sense player sold everyone on his latest
get-rich-quick scheme.
I have twice seen a single-player force (one of mine, one of Jon's)
totally demolished because the single player had a blind spot which
a group might have avoided. "Hey, if these keep coming they'll
eventually overrun us. We need to start moving and find a way to
make them stop, or else get away from them." The single player
didn't have that thought until it was conclusively too late.

We allow the GM (or player) to give the player (or GM) tactical
advice to help overcome this, but it's still a problem.

And in the disasterous SCAP fight, with 6 players probably
*someone* would have said "We need potions of Fly." And maybe been
talked out of it by a charismatic leader, but no one said
group common sense was perfect either....

Mary Kuhner ***@eskimo.com
Rupert Boleyn
2006-11-13 23:08:22 UTC
Permalink
Post by Mary K. Kuhner
I have twice seen a single-player force (one of mine, one of Jon's)
totally demolished because the single player had a blind spot which
a group might have avoided. "Hey, if these keep coming they'll
eventually overrun us. We need to start moving and find a way to
make them stop, or else get away from them." The single player
didn't have that thought until it was conclusively too late.
I've found that in D&D this can happen to entire groups of players,
because as soon as you think things are going bad, in 3.x, they are. Thus
you need to flee as soon as the thought even crosses your mind, unlike
earlier versions and many other games, where you have a round or two to
make the decision, sort out who runs first, or to maybe fight your way out
of the hole you're in. I found this as GM, too - if you want your villains
to get away they need to leave as soon as their minions start going down.
I find this makes villains you intended to be reoccurring look like
cowards, and the players tend to lack respect for them.
--
Rupert Boleyn <***@paradise.net.nz>
Mary K. Kuhner
2006-11-13 23:25:53 UTC
Permalink
Post by Rupert Boleyn
Post by Mary K. Kuhner
I have twice seen a single-player force (one of mine, one of Jon's)
totally demolished because the single player had a blind spot which
a group might have avoided. "Hey, if these keep coming they'll
eventually overrun us. We need to start moving and find a way to
make them stop, or else get away from them." The single player
didn't have that thought until it was conclusively too late.
I've found that in D&D this can happen to entire groups of players,
because as soon as you think things are going bad, in 3.x, they are.
One of these was Shadowrun v1, which is *much* more like this than
3.x. I had to painstakingly teach myself, as a player, that having
a key PC take one Light Wound was already well down the road to TPK,
and I should spend karma (fate points) like water to avoid it!

But I agree, v3.x can go downhill remarkably fast. Even more so
if the GM designs his own scenarios--module scenarios are sometimes
set up to mitigate this (frex, they don't give enemy mages Evard's
Black Tentacles or Web, and they don't run up the spell saves very
high).
Post by Rupert Boleyn
Thus
you need to flee as soon as the thought even crosses your mind, unlike
earlier versions and many other games, where you have a round or two to
make the decision, sort out who runs first, or to maybe fight your way out
of the hole you're in. I found this as GM, too - if you want your villains
to get away they need to leave as soon as their minions start going down.
I find this makes villains you intended to be reoccurring look like
cowards, and the players tend to lack respect for them.
Recurring villains have always been very tough for me in D&D
(any kind). You think, "He'll contribute for a few rounds and
then cast Word of Recall/Teleport"--and then the PC cleric succeeds
with a lucky Hold Person and it's over.

I generally try to keep them off-stage and interacting with the
PCs only obliquely, because otherwise it just doesn't happen reliably.

But yes, when the pace of decision gets too high, whole areas of
strategy (retreat, surrender, regrouping, pulling out backup resources)
start to become impossible or nearly so. There just isn't time
between realizing you need them, and being past the point where they
can help.

The initiative chart in v3.x (and Shadowrun) tends to mean that
running always leaves a lagging character, who will die under
a volley of concentrated attacks from the frustrated foe. You need
expendable people to die for you if you hope to get away. As you
say, it looks rather bad. You can try to fix this in v3.x with
Delay and Ready, which is at least better than not having those,
but it's very hard to skip actions in a lethal battle.

Mary Kuhner ***@eskimo.com
Rupert Boleyn
2006-11-14 00:37:47 UTC
Permalink
Post by Mary K. Kuhner
The initiative chart in v3.x (and Shadowrun) tends to mean that
running always leaves a lagging character, who will die under
a volley of concentrated attacks from the frustrated foe. You need
expendable people to die for you if you hope to get away. As you
say, it looks rather bad. You can try to fix this in v3.x with
Delay and Ready, which is at least better than not having those,
but it's very hard to skip actions in a lethal battle.
That's what I mean by "sort out who runs first". In 3.x that means using
Ready and Delay, and that means giving the enemy about another round in
which to pound you, and that means you have to start the process of retreat
when you are a couple of rounds away from defeat. In many combats where
you're overmatched that means the beginning of the second round, even if
you weren't surprised. Thus you end up with only two types of combat if
the combatants aren't suicidal - ones in which the losing side manages to
retreat on contact, and those in which they don't.

IME it's not that bad at lower levels, but somewhere in the range of
9th-12th level, depending on the group and party makeup, things go crazy.
After that point you have to rely heavily on your group contract about
what is and is not acceptable for the NPCs (and possibly PCs). My last
D&D game, in which I was a player, ran until the PCs were 24th level, and
I'm sure I couldn't have run the game that long - either I'd have got
bored, or I'd have engineered a TPK because I simply can't tolerate
running supposedly intelligent NPC so stupidly as to have them not ambush
the PCs in an inescapable way.
--
Rupert Boleyn <***@paradise.net.nz>
Mary K. Kuhner
2006-11-09 18:05:54 UTC
Permalink
****
SPOILERS for _Shattered City_ ahead; read at your own risk.
****
Post by Erol K. Bayburt
How much of the problem do you think is due to your "one player, six
characters" format? If you had five other players to share the
accounting burden would it have seemed as heavy?
Clearly it would have been lighter, though there are also costs to
having multiple players--you spend a lot more time discussing
tactics and trying to coordinate, and also getting players' attention
when it strays. Jon is also running this campaign for his
regular Saturday evening group, and though they have four players,
it actually goes more slowly. (But two of them are teenagers and
not very experienced players. It could certainly be made quicker.)

I think I could have played one of the four non-casters fairly
successfully, but I would have been bored and frustrated with
any of them except the "speedster" as they were mostly ineffectual.
It's a long wait for your turn to come, and then you often can't do
anything. This fight was unusual in that regard--usually the
balance among the PCs has been fairly good, with the rogue and
paladin a bit behind the others but making up for it with
personality. But here, I don't think the melee fighter ever did
anything to the erinys except shoot arrows at her and miss--he is
not good with a bow and there was no way, with his low initiative
and movement, for him to close with a teleporting, flying foe.

In any case, it's the situation we've got; we have to pick games
that work for it. I *like* the multiple PCs: we had a lot of
fun with the diversity of viewpoints playing off against each
other. But you're right, it makes the cumbersome combat even worse.

I don't think I'm likely to enjoy a seven hour combat with one
character, but it would be less exhausting than six. Missing
most of the good character moments, though--and there were several.
It wasn't a total botch by any means, I just ended up feeling that
the bad outweighed the good. (This is true of almost all of our
failed campaigns.)
Post by Erol K. Bayburt
As for seven hours to grind out the fight scene - just how big was
that fight scene? How many characters on each side?
On the PC side, six PCs plus one party NPC and her animal companion
(both run by the GM with some player input). This particular
PC party does not summon much; a summoning-heavy party like my last one
would have slowed things down another notch.

On the NPC side, one kuo-toa high priest, seven underpriests,
about fourteen kuo-toa fighters of some kind, a monk, and an erinys.
The erinys was the major contributor to the fight taking seven hours.

There also would have been a young adult black dragon, but the
PCs used diplomacy and bribery in advance to make sure there wasn't.
Post by Erol K. Bayburt
How much of the seven
hour fight scene was due to the fight having lots of characters
involved, skirmish-wargame style, and how much was due to the
characters having lots of options & bookkeeping attached, HERO style?
We had streamlined the bookkeeping pretty carefully, but initiative-chart
movement carried over 70 rounds of combat is intrinsically slow.
We spent a lot of time working on this when we played Shadowrun,
and I think we've polished it as far as it will go. The GM was
using a carefully pre-prepared initiative chart and computer
assistance. (I couldn't have done it, myself. Way too hard. I am
in awe of his organizational skills.)

The long fight had a lot of awkward semi-breaks in "combat time"
because calling initiative every round was too cumbersome, but
the characters were repeatedly bushwhacked by the erinys and
every time we had to know *exactly* where every character was at
the point of contact. If the grunt fighter had been 10' closer
on one occasion it might have been a 40-round fight.

Much of the slowness came from subtle manipulation of the
initiative chart. Magic Circle Versus Evil is a 10' circle
around the caster, and for a long time we thought we needed
to keep all the PCs in that circle--while negotiating highly
congested terrain like stairs and narrow balconies. So there
were a lot of "delay" and "ready" actions. There was also a
lot of PC movement, sometimes under Haste so that the distances
were very large. And the erinys' hit and run tactics forced
heavy use of "ready".

A combat with "delay" and "ready" takes about twice as long as
one without.

The enemy were frequently in locations where it was slow and
difficult to get at them (eg 30' down and 60' out, behind a
moat) and also had combat-slowing traits (high AC, anti-missile
defenses, spell resistance, high hit points, immunities to
various attack forms). Kuo-toa also trap weapons on their
shields, which slowed matters further. And the high priest
and his last defenders stayed in their chambers and put on
armor rather than emerging at once, breaking the fight into
two parts (with a long hit-and-run between them, so it never
stopped being combat, but no progress was being made).

PC spellcasting was not the worst part of it, except at the
very end when we had Evard's Black Tentacles (a bookkeeping
nightmare) and a summoned creature and a Silence spell. Hm,
actually Silence slowed things down quite a bit as we had to
constantly count out squares and remind ourselves of the
effects--no PC communication, no casting. There were two
Silences cast, one at the beginning and one at the end.

The GM made the PCs bookkeep missiles, which we do not
usually do; this slowed things down further.

I can see a few streamlining decisions. Making Cure Moderate
Wounds potions do a defined amount of healing rather than
2d8+3 would have been surprisingly helpful, because then the
player can say "I use five of these" rather than rolling
10d8 two at a time and adding them up. If only Protection
from Evil could have lasted a bit longer, we wouldn't have
tried Magic Circle and movement could have gone faster.
Bookkeeping missiles was simply a pain--we should have had a
bag of holding full of the damned things. But I doubt this
would add up to more than a 10% improvement.

Fundamentally, the initiative system is slow, and hit and
run combat is slow, and hard-to-hurt enemies are slow; and
we had all three.

The previous too-hard fight was about 40 NPCs, mostly second
level rogues and fighters, versus 6 PCs, and took maybe four
or five gruelling hours. The range of tactical options which
make small combats interesting (tumble, ready and delay,
flanking, Grease, morale effects, etc, etc, etc) make large
combats exhausting.

In a previous campaign (Ars Magica, as it happens) we invented
a mass combat system to get rid of this, but it wasn't a big
success; it was hard to relate the results to "what would really
have happened."

In a game with no intention of being simulationist, simply
avoiding setting up large fights would help some; but after a
point, challenging combat with small numbers is very hard to
arrange.

What we have read on the SCAP discussion forums is that this
encounter is total party kill for about 50% of the groups which
encounter it, and many abandon the game; sometimes the GM wants
to continue but the players just won't. However, groups that
do a bit better often find it a really memorable and intense
experience. I was, I guess, unusual in winning the fight and
still thinking it was a bad experience overall.

Having had to enlist the GM to pick the PCs' magic items didn't
help; it undercut any sense that I, as a player, could have done
this and won. (And indeed I couldn't, as we saw when we assessed
the stuff I would have picked. Without the eight scrolls of
Stoneskin it would have been TPK for sure.)

Mary Kuhner ***@eskimo.com
Jeff Heikkinen
2006-11-10 05:16:54 UTC
Permalink
Chances are suprisingly good that Mary K. Kuhner was not wearing pants
Post by Mary K. Kuhner
The long fight had a lot of awkward semi-breaks in "combat time"
because calling initiative every round was too cumbersome,
Then play by the rules. Initiative is supposed to be cyclical in that
system; you roll once and keep it for the whole fight. This is a *huge*
time-saver.

Though I know the fight you mean, and there's no way around it being
long, though I do find seven hours surprising.
Mary K. Kuhner
2006-11-10 15:34:50 UTC
Permalink
Post by Jeff Heikkinen
Chances are suprisingly good that Mary K. Kuhner was not wearing pants
Post by Mary K. Kuhner
The long fight had a lot of awkward semi-breaks in "combat time"
because calling initiative every round was too cumbersome,
Then play by the rules. Initiative is supposed to be cyclical in that
system; you roll once and keep it for the whole fight. This is a *huge*
time-saver.
Not rolling initiative, calling initiative: looking down the chart
and saying "Okay, it's kuo-toa fighter #4; now it's PC fighter; now
it's PC mage"--and getting a lot of "delay" and "ready" as responses
makes it worse.

If you have to cycle through this 70 times, it takes a while.

Mary Kuhner ***@eskimo.com
gleichman
2006-11-10 16:04:25 UTC
Permalink
Post by Mary K. Kuhner
If you have to cycle through this 70 times, it takes a while.
I don't think I've seen a 70 round combat in my role-playing life. I
take it that this encounter was for characters below the "one combat
round" advancement point.

Given what's been side about the module however, I get the impression
that this type of encounter is atypical.

I have had 5 hour combats of course, mostly where there are three or
four hundred figures on the board. Some really intense and large HERO
system fights can go that long, but normally those are 1-2 hour affairs.
Jeff Heikkinen
2006-11-10 19:14:21 UTC
Permalink
Chances are suprisingly good that Mary K. Kuhner was not wearing pants
Post by Mary K. Kuhner
Post by Jeff Heikkinen
Chances are suprisingly good that Mary K. Kuhner was not wearing pants
Post by Mary K. Kuhner
The long fight had a lot of awkward semi-breaks in "combat time"
because calling initiative every round was too cumbersome,
Then play by the rules. Initiative is supposed to be cyclical in that
system; you roll once and keep it for the whole fight. This is a *huge*
time-saver.
Not rolling initiative, calling initiative: looking down the chart
and saying "Okay, it's kuo-toa fighter #4; now it's PC fighter; now
it's PC mage"--and getting a lot of "delay" and "ready" as responses
makes it worse.
If you have to cycle through this 70 times, it takes a while.
Ah. I use initiative cards, which helps, but it sounds like Jon's
program is probably similar in its usefulness.

I'm with Brian in that I've never seen a 70-round fight, including this
one. Perhaps it helped that my players are an impatient lot and would
never have used that many delays and readies. Of course, in this case it
also helped that I kept forgetting about the glue on the kuo-toa
shields; not that it would have come up that much anyway, since it was
mostly spells and archery that took them out. That two PCs could fly
(Sprytes - we were using parts of Arcana Unearthed as well), both of
them spellcasters, probably helped a lot too, what with the three-
dimensional nature of this battle. I also seem to recall they managed to
barge in on one of the leaders in the middle of getting his armour on.
There was some guerilla warfare with the erinyes, who I recall being a
particularly tough opponent to finish off, but I don't think she managed
to do much damage.

That module did result in the only PC death of that campaign, but it
didn't happen in that central room; it was an assassin a little later
on. The Assassin botched its Death Attack but did devastating Sneak
Attack damage anyway; a lucky critical finished off the PC on the
receiving end straight away.
Mary K. Kuhner
2006-11-12 03:39:11 UTC
Permalink
Post by Jeff Heikkinen
I'm with Brian in that I've never seen a 70-round fight, including this
one. Perhaps it helped that my players are an impatient lot and would
never have used that many delays and readies. Of course, in this case it
also helped that I kept forgetting about the glue on the kuo-toa
shields; not that it would have come up that much anyway, since it was
mostly spells and archery that took them out.
I hadn't either. We had a 19-round fight in _Tomb of Absithor_ and it
seemed shockingly long. This was beyond all expectations (though
the Lucky Monkey fight took about 5 hours and maybe 15 rounds).

It happens that this was nearly a worst case for my particular party.
My previous one, if it had ever gotten to be that level, could have done
it: they were optimized for damage at range. (All goblins: all
either good archers or good distance-damage casters or both; Precise
Shot so they could fire into melee; tons of magic arrows. Totally
different combat style.)

I had also been warned by the GM that this is a TPK opportunity, so I
was trying to play very, very carefully. In a previous hard fight in this
module I lost a PC due to missing the AC bonus due to Haste; I didn't
want to make another such inaccuracy that might mean the whole party
rather than one PC.

In retrospect, for this particular player, while the added care payed
off (only lost one PC) it wasn't worth it--too much work, not enough fun.
Clearly milage differs, though I'm told that on the speciality
forums discussing the SCAP campaign, this is a rather common place for
the game to end--the players don't care to continue.

Some of this is my problem, not the game's exactly. I am not in the
market for gruelling difficulty, and I should have known better than to
agree to play in this thing.

Mary Kuhner ***@eskimo.com
s***@sonic.net
2006-11-13 21:34:38 UTC
Permalink
Post by Mary K. Kuhner
In a previous campaign (Ars Magica, as it happens) we invented
a mass combat system to get rid of this, but it wasn't a big
success; it was hard to relate the results to "what would really
have happened."
You may be interested in re-visiting Ars Magica for the 5th edition;
specifically, there's a new "Group" combat-mechanic, which treats
small groups (of Mundane combatants) under the Leadership of one
character as a combat unit. An optimized Group is really, really
effective. It makes combats (involving a dozen or more on each
side) go substantially faster to "Group" the combatants with 3-6
per unit (odd, that magic-centric Ars Magica with a "Story Guide"
GM, resurrect a "wargame"-esque combat mechanic such as this...).

It's a distinct departure from the standard Ars Magica trope of
one-to-a-few magi (each with a Shield Grog), plus "Companion" PC's
each doing their own thing (which in turn was just Ars Magica's
version of the standard "each PC is a specialist pursuing their
specialized role, with loose coordination between roles" which
I find to be the most-common RPG combat model).

But, IMHO, it's more "realistic" in that group training was the way
things worked, and a trained group should (and did, historically)
make mincemeat out of solo foes.
--
Steve Saunders
to de-spam me, de-capitalize me
David Meadows
2006-11-10 17:35:47 UTC
Permalink
Post by psychohist
So I'm curious ... what are the most common reasons for campaigns
ending? Players getting bored, gamesmaster getting bored, campaign
designed to be closed ended?
Campaigns are supposed to end? *That's* what I've been doing wrong! Mine's
been running since 1987...

Previous campaigns that I've been in (playing or GMing) ended for purely
logistical reasons: end of school year, players moving away, lack of time,
etc.
--
David Meadows
"I lost her under the floorboards for three weeks!"
-- Grandfather Yun, HEROES issue 38
http://www.heroes.force9.co.uk/scripts
Rupert Boleyn
2006-11-13 03:06:13 UTC
Permalink
Post by psychohist
So I'm curious ... what are the most common reasons for campaigns
ending? Players getting bored, gamesmaster getting bored, campaign
designed to be closed ended?
Back in high school they generally didn't end, though a number went on
indefinite hold because we found new, shinier, systems. All those
campaigns ended when high school did, because half the players went to
universities out of town.

In the 90s, they tended to end because of group members moving, or
sometimes having to cut back on roleplaying in favour of such things as
careers and children, with the result that they've had to drop out of some
of the games they're in. If the person doing that is the GM, or the group
is small, this tends to kill a game (for us, anyway).

In recent years campaigns have ended for two reasons only - either they
reached a natural conclusion, sometimes planned, sometimes not (in one
case this was a near-total party kill and everyone agreed it was a
fitting end, so we stopped there), or the GM got bored or distracted. None
have ended because of player boredom, though two of the four D&D3.x games
I've played in or run experienced some player boredom or burnout by the
time they finished - they were not long for this world even if the GM was
still up to running them. One of these I ran, the other I did not
--
Rupert Boleyn <***@paradise.net.nz>
Russell Wallace
2006-11-27 00:19:25 UTC
Permalink
Post by psychohist
So I'm curious ... what are the most common reasons for campaigns
ending? Players getting bored, gamesmaster getting bored, campaign
designed to be closed ended?
The latter for me - I've run a few full length campaigns and a bunch of
shorter one-off adventures, but when I'm GM, "full length" means 20-30
sessions, about six months plus any interruptions. (I don't aim in
advance for that number of sessions, it's just naturally worked out that
way.)

The longest campaigns I've ever played in have been about two years,
which is a long tiring stretch. I am continually in awe of... was it
you? who ran a single campaign for something like 17 years.
--
"Always look on the bright side of life."
To reply by email, replace no.spam with my last name.
psychohist
2006-11-28 01:26:21 UTC
Permalink
Russell Wallace posts, in part:

was it you? who ran a single campaign for something
like 17 years.

If it was me, it's still going ... 28 years and counting, now. You can
see how I'm curious as to the subject of this thread.

I wish I'd thought to ask how long the various campaigns lasted, as
well as why they ended, though.
Del Rio
2006-11-28 16:06:11 UTC
Permalink
Post by psychohist
was it you? who ran a single campaign for something
like 17 years.
If it was me, it's still going ... 28 years and counting, now. You can
see how I'm curious as to the subject of this thread.
Wow, and even older fart than me. ;-) My longest running
campaign went from 1979 to 2003. It's not *entirely*
impossible that that campaign may start up again some day.
--
"I know I promised, Lord, never again. But I also know
that YOU know what a weak-willed person I am."
David Meadows
2006-11-28 18:48:37 UTC
Permalink
Post by psychohist
I wish I'd thought to ask how long the various campaigns lasted, as
well as why they ended, though.
1987 - today

Shows no sign of ending. We're now on second-generation characters, with one
player playing his first-gen character who recently came out of retirement.
Now on its third rule system (and I'm half-heartedly threatening a move to a
fourth).
--
David Meadows
"I never need to watch my opponents when I fight. My
power takes care of that." -- Sara, Heroes issue 39
http://www.heroes.force9.co.uk/scripts
Gary Johnson
2006-11-28 23:34:08 UTC
Permalink
Post by psychohist
I wish I'd thought to ask how long the various campaigns lasted, as
well as why they ended, though.
My Supers game: 1991-present (session 700 is this Sunday), longest-running
character has been in continuous use for approximately 400 of the 700
sessions.

My 3.5 D&D game: 2 years (Apr 03 to Feb 05), 85 sessions, started at 4th
level, ended at 18th level - too many players pulled out because they had
limited spare time (due to work commitments) and wanted to do other things
instead (such as World of Warcraft), unable to recruit additional
players for high-level campaign, ended with 2 players remaining.

3.0 D&D game I played in: 2.5 years (Nov 01 to March 04), 70 sessions,
started at 1st level, ended at 12th level, key players pulled out because
they had limited spare time (due to work commitments) and wanted to do
other things instead (such as go clubbing and listen to live bands), DM
lost enthusiasm with 4 players remaining.

3.5 D&D game I'm playing in: 2 years (Jan 05 to present), not sure how
many sessions, started at 1st level, currently 17th level, will end when
we complete final adventure in Shackled City Adventure Path (starting
final adventure this Friday).

Cheers,

Gary Johnson
--
Home Page: http://www.uq.net.au/~zzjohnsg
X-Men Campaign Resources: http://members.optusnet.com.au/xmen_campaign
Fantasy Campaign Setting: http://www.uq.net.au/~zzjohnsg/selentia.htm
Perrenland Webmaster: http://perrenland.rpga-apac.com
Rupert Boleyn
2006-11-29 02:50:53 UTC
Permalink
Post by psychohist
I wish I'd thought to ask how long the various campaigns lasted, as
well as why they ended, though.
Well, I've had campaigns that never really started, but of those that did
take off, most lasted about two years, with some going on for four years.
I don't recall one going longer that was played regularly. This is also
true of those games run by the other GM in my longterm groups.

Thinking about it, the other GM's favoured game-style isn't that suited to
long games - he prefers a fairly rapid rate of character advancement, and
isn't really comfortable running games for character more capable
(compared to the world at large) than moderately high level (say 12-14th)
D&D3.x characters, if that. This has been true over several different
systems, not just D&D.
--
Rupert Boleyn <***@paradise.net.nz>
Keran
2006-12-23 19:10:21 UTC
Permalink
Post by psychohist
I wish I'd thought to ask how long the various campaigns lasted, as
well as why they ended, though.
My campaigns now end when we deal with whatever issue the PCs have
been confronting, but that doesn't mean we stop playing with those
characters or in that world. It means I take a break in between
scenarios, to recharge the creative batteries and to think about how
the next scenario will work.

I didn't do that in my first campaign, which has multiple legs in it
and went to 66 sessions. Some of the later scenarios didn't work all
that well because I didn't give myself enough time to think about them
and develop them first. I finally ended Ao I because there was a
serious illness in the family; becauso the last scenario didn't end up
being a good fit with the world; and because I had a player I wanted
to see the back of, but whose SO I didn't want to offend. I didn't
have enough resources left over to deal with the campaign's problems
in view of the family illness. (Ao is the name of world, and I hadn't
heard of the Forgotten Realms deity when I named it that. There's no
connection.)

After that, I always stopped at the end of one scenario to give myself
a chance to think about the next. We played three more campaigns in
Ao, run over the course of ten years. One of the players ran Ao II,
which went to 13 sessions; Ao III ran to 50 and Ao IV was 19.

We've tried twice for a fifth campaign, but never got it off the
ground. Serious family illnesses, our own health problems, deaths,
and a divorce sidelined me and two of the players of important
characters. Since a great deal of the interest in the Ao campaign
series is in the relationships that have developed between the
characters and the effect of same on the political landscape, and
since three of the five people I really want for Ao are unavailable
(vanished, buried under misfortune, dead), it's on indefinite hold,
till at least one more of the surviving players returns, if that ever
happens.

I set up an unrelated campaign on the fly, intending to keep it short,
as a demonstration of tabletop-style. It went to about 20 sessions,
and I ended it partly because we'd hit the end of the scenario and
partly because I really wasn't happy with the world. I'd only
intended 3-4 sessions and hadn't designed political and social
institutions I was happy with for longer play.

I ran another campaign intentionally short, for 6 sessions, as an
experiment in structure. It ended as planned.

My current campaign started out as a solo campaign. I now have two
players, and it's really more two solo campaigns that intersect than
one unified campaign, in the sense that the PCs have been apart for a
lot of time so far, and will probably split up when the current
scenario ends. There's a good chance that it will end asynchronously,
with one character continuing to chase answers to some personal
questions while the other's storyline has ended. There may be an
asynchronous restart, on new scenarios, after that, depending on what
the players want to do, whether they want one character each or more
than one, and so on. I currently have 24 logs, but the number of
sessions is probably more like 32. We played some things out of
chronological order and I edit the logs to put them timewise,
sometimes combining them.

Loading...