Kurt Wilcken is a compulsive RPG player and ninja cartoonist. He is best known for his furry art, being somewhat furry himself, and has written and drawn numerous stories for Antarctic Press and Radio Comix. You can contact him at kurtoons@charter.net
Quote of the Day:
I was thrown out of college for cheating on the metaphysics exam; I looked into the soul of the boy sitting next to me. -- Woody Allen
A friend of mine was telling me about his D&D campaign. "Yeah, we're up to the 33rd level now," he said.
I boggled. The thirty third level???
"Well, we did start the campaign at 10th level."
I still boggled. I don't think I've ever been in a game of Dungeons & Dragons where we got past ninth level, mainly because I've never been in a game which lasted that long.
This got me to thinking. When do you end a game? When do you know that the campaign has long enough? When has your role-playing game jumped the orc?
Probably the biggest terminator of campaigns is TURNOVER. A couple players leave the group, either from internal friction or scheduling conflicts or discovering girls or whatever and sudddenly you have a big hole in your party. With a big enough group, this might not be a problem. "During the night, the Paladin recieved a vision from his deity telling him he's been transferred to third shift, so he's gone off on a seperate quest." Or: "Torgil unexpectedly got turned to stone, so he's going to be a statue until his girlfriend lets him game with us again." Or more subtly, "Suddenly, in the middle of the forest, Gunther got hit by a truck."
Sometimes the hole is difficult to fill. "Okay, we lost our paladin, our half-ogre ranger and our our drow ninja. We still have the halfling and the gnomish cleric. So, who's ready to tackle the Elder Wyrm?" Even the loss of a single player can doom a game, if it's the right player. If, for example, you've built your campaign around a specific character and his quest, you kind of need that character. I once joined a group where, after my second or third game, the GM hosting it left her husband and ran off to another state. That sort of killed the game.
An empty seat in the dining room is pretty easy to spot, but some game-killers are less obvious. The most insidious is BURNOUT; when the GM or the group gets tired of the campaign or the GM just runs out of ideas. Hack & slash games rarely have this problem because the GM can always dig out the Monster Manual and throw more critters at his group; but a more plot-based campaign requires a little more skull work in setting up story and creating interesting NPCs. Even the old reliable dungeon crawl will come to the point where the players say "Awww... not the legion of undead berserker beholders AGAIN!!!"
Related to Burnout, but in a more positive way, we have ATTAINMENT. With Burnout, the GM has run out of ideas. With Attainment, the players have Gone About as Fer as They Kin Go. Characters often have goals, and how they strive to attain these goals provide the GM with a good source of plot material. They could be as simple as "I want go gain enough XP to advance to the next level", or as dramatic as "I want to avenge the death of my brother", or "I want to clear my name of the crime I did not commit", or, as is often the case with my wife's characters, "I want to marry that cute megalomaniac who wants to rule the world!"
Once the players achieve their goals, the GM can try to create new goals to pursue. After all, a half-elf barbarian/druid's reach must exceed his grasp, else what's a heaven for? But the attainment of an important goal can also be used as a good excuse to retire the character or even the game. If you think of the game as a novel, plot your storyline will be the most important event in the characters' lives. That's why sequels so rarely work; it's hard to top a satisfying conclusion to a story.>