Canceling a campaign


Advice

Lantern Lodge

Put bluntly, I've lost interest in one of the campaigns I run through the internet. The premise of it simply no longer interests me, and it's totally un-enjoyable for me. How can I cancel this in a classy way?


You could try asking if one of the players wants to take over as GM.
Is this an adventure path or something you've made up yourself?

Lantern Lodge

It's an adventure path of sorts.


"Hey guys, real sorry but I'm no longer having ANY kind of fun with this game, and want to drop it. Anybody else want to take over?"

Simple enough. Easier said than done, yes, but you don't need to put a flowery spin on it, just be honest with them. I had to do it fairly recently for a Reign of Winter game I took over.


Best way I can think of? Handing the reins over to one of the players to run. So you're involvement is zero and they can still keep on trucking. (Ninja'd by Rynjin & Matthew lol)

If you want/need to end the whole thing and letting them play on isn't an option, give them a proper end. Want them to ride off into the sunset, settle down and what have you? Go for it, some people love that stuff. Want them to go out in a blaze of glory? That can work too. A more ambiguous ending cam work too, just harder.

So to start I'd probably ask my players how they want to end things and work towards a medium between what they want and you want. Obviously sounds like you want out quickly, so just run one last one and try and wrap everything up as best you can. But try and give them a good ending even if it's rushed.

Other than that, it's sorta crappy.


Darth Grall pretty much laid out your options for doing it gracefully.

Either hand it over to someone else (possibly a player in the game) or jump ahead to the conclusion (however that might need to happen) even if it involves some handwaving or sudden leveling of characters.


I've always been a fan of "Rocs fall, everyone dies."

Grand Lodge

1 person marked this as a favorite.
Ishmell wrote:
I've always been a fan of "Rocs fall, everyone dies."

Awww but I like Rocs, they are so big and feathery!


I just suggest to stay away from "let's play this last session so we get to a proper ending". Or at least talk to your players about it. Almost every time a GM said that sentence the last session was no fun. Everyone just wanted to the end and gaming was no longer the goal.

Silver Crusade

Umbranus wrote:

I just suggest to stay away from "let's play this last session so we get to a proper ending". tht least talk to your players about it. Almost every time a GM said that sentence the last session was no fun. Everyone just wanted to the end and gaming was no longer the goal.

It depends. I've had success with the "only 2 or 3 more sessions to wrap things up" approach. But one thing is key, make sure that the players know that their actions still matter, ie success is neither guaranteed nor impossible. And it only really works if the ending isn't TOO contrived, that its a moderately logical consequence of where the PCs currently are.

I've often found that knowing its very much for the short term has also made things more enjoyable for me too.

One other thing to consider. Is it possible to radically transform the campaign in a way that would make things fun for you again? I've gone from a politicking to pirate campaign and on another occasion switched rule systems to revive my interest in a flagging campaign. Obviously can only sometimes work and needs player buy in but might work.

Dark Archive

As mentioned, talk to your players.

Maybe they're bored too, maybe you could switch to another AP, maybe you can totally forget the AP and go off the rails, writing your own stuff you enjoy more, maybe a player will take over.

There are lots of options here, talk to your players and find the best solution for you all.

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