Today’s theme is “End.”
How do you end a campaign?
I think we’re all familiar with how a campaign “normally”
ends. Someone finds something else to do with their Thursday night and
eventually everyone else follows suit. How long this takes can depend on where
in the chain the Game Master is.
There was a period where my gaming career consisted of
“mini-campaigns,” 3-4 months of roughly weekly sessions using a single system
and a single setting to tell a single story arc before jumping on to the next
system and setting for a new story arc. Each of those story arcs had their own
conclusions (and if I had tried, I would have had the devil’s own time trying
to push past what that ending was), so I actually had a number of campaigns
that did have a proper ending. The closest I had to a continuing campaign in
this period were the “sequel campaigns” I ran in the “Mars invades Atlantis”
setting I had devised, each using a different generic system.
My Adventures in Oz playtest, which occurred during this
period, was an example of something that was mostly intended as an open-ended
campaign that found itself a conclusion. I was trying to keep things going, but
I was having a hard time giving them plot threads to follow. This would have
been a sign for me to wrap things up, but my players, especially Kris, beat me
to it. He declared the mission to go to Utensia (since that would unleash my
worst pun impulses, the group had resolved to never go there), and he also
devised the scheme to thwart the Nome invasion that I had put in front of them
along the way.
My “ultimate sandbox” campaign is intended to be
never-ending. One way of looking at the old school playstyle is that players
would bring their characters, Dungeon Masters would provide the setting and
play would happen when both of those things came together. So as long as I keep
my notes for the sandbox together and in playable form, I can use them for
whatever group I organize at any point in time.