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	<title>Comments on: Endpoints and Expectations</title>
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	<link>http://www.treasuretables.org/2006/04/endpoints-and-expectations</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: Xaos Bob</title>
		<link>http://www.treasuretables.org/2006/04/endpoints-and-expectations/comment-page-1#comment-1952</link>
		<dc:creator>Xaos Bob</dc:creator>
		<pubDate>Fri, 21 Apr 2006 05:08:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=292#comment-1952</guid>
		<description>In my years as a GM, I have had a number of short-term campaigns that I planned to be only 4-6 sessions that lasted longer or shorter, depending on player interest and initiative. My current campaign has been going for better than two years, and will probably culminate at summer&#039;s end. I had determined the campaign would last until the PCs faced the great villain threatening the world. It would seem I will finally see the end of a save-the-world scenario, after 15 years of gaming!

For the future, I think talking about it with the players is going to be my route. Perhaps, even, taking an adventure at a time, and seeing if there is interest in continuing or switching gears.</description>
		<content:encoded><![CDATA[<p>In my years as a GM, I have had a number of short-term campaigns that I planned to be only 4-6 sessions that lasted longer or shorter, depending on player interest and initiative. My current campaign has been going for better than two years, and will probably culminate at summer&#8217;s end. I had determined the campaign would last until the PCs faced the great villain threatening the world. It would seem I will finally see the end of a save-the-world scenario, after 15 years of gaming!</p>
<p>For the future, I think talking about it with the players is going to be my route. Perhaps, even, taking an adventure at a time, and seeing if there is interest in continuing or switching gears.</p>
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		<title>By: mercutio</title>
		<link>http://www.treasuretables.org/2006/04/endpoints-and-expectations/comment-page-1#comment-1839</link>
		<dc:creator>mercutio</dc:creator>
		<pubDate>Wed, 12 Apr 2006 19:09:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=292#comment-1839</guid>
		<description>I&#039;ve never really thought about campaign end in terms of time.  I have an idea of the last piece of the story arc, but not a set time period or number of sessions to get there.  I do think the campaign will end because of an unwritten #6 - players graduate grad school/move away.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve never really thought about campaign end in terms of time.  I have an idea of the last piece of the story arc, but not a set time period or number of sessions to get there.  I do think the campaign will end because of an unwritten #6 &#8211; players graduate grad school/move away.</p>
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		<title>By: in the Shadow of Greatness</title>
		<link>http://www.treasuretables.org/2006/04/endpoints-and-expectations/comment-page-1#comment-1836</link>
		<dc:creator>in the Shadow of Greatness</dc:creator>
		<pubDate>Tue, 11 Apr 2006 23:11:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=292#comment-1836</guid>
		<description>&lt;strong&gt;&#039;til the end of ?&lt;/strong&gt;

Endpoints and Expectations - Treasure Tables Asks about starting a game and having expectations of how that game might finish....</description>
		<content:encoded><![CDATA[<p><strong>&#8217;til the end of ?</strong></p>
<p>Endpoints and Expectations &#8211; Treasure Tables Asks about starting a game and having expectations of how that game might finish&#8230;.</p>
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		<title>By: Arref</title>
		<link>http://www.treasuretables.org/2006/04/endpoints-and-expectations/comment-page-1#comment-1835</link>
		<dc:creator>Arref</dc:creator>
		<pubDate>Tue, 11 Apr 2006 23:01:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=292#comment-1835</guid>
		<description>I&#039;ve done all five types, but I think the most fun can be had with a dedicated group and type 4.

You get a higher level of commitment to drama and change.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve done all five types, but I think the most fun can be had with a dedicated group and type 4.</p>
<p>You get a higher level of commitment to drama and change.</p>
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		<title>By: Sven Lotz</title>
		<link>http://www.treasuretables.org/2006/04/endpoints-and-expectations/comment-page-1#comment-1827</link>
		<dc:creator>Sven Lotz</dc:creator>
		<pubDate>Tue, 11 Apr 2006 12:10:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=292#comment-1827</guid>
		<description>As we are story players our campaigns all develop toward a clear endpoint. I set this point (as the GM) in advance as I have a clear goal (a premise) whereto a campaign will develop. So it&#039;s #2 for me.

I use vague mind reading as I offer my group a campaign proposal that they can accept or reject, making me overthink all the stuff, trying to find a compromise or alternative.</description>
		<content:encoded><![CDATA[<p>As we are story players our campaigns all develop toward a clear endpoint. I set this point (as the GM) in advance as I have a clear goal (a premise) whereto a campaign will develop. So it&#8217;s #2 for me.</p>
<p>I use vague mind reading as I offer my group a campaign proposal that they can accept or reject, making me overthink all the stuff, trying to find a compromise or alternative.</p>
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		<title>By: Mike Rainey</title>
		<link>http://www.treasuretables.org/2006/04/endpoints-and-expectations/comment-page-1#comment-1826</link>
		<dc:creator>Mike Rainey</dc:creator>
		<pubDate>Tue, 11 Apr 2006 03:29:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=292#comment-1826</guid>
		<description>Actually, none of the above.

In my group, we have a &quot;revolving GM&quot;, and the current GM (GM #1) and the next GM (GM #2) get together when GM #2 has his campaign planned out and somewhat ready to go. They mutually decide what is a good endpoint to the current campaign. When the campaign ends, GM #1 becomes a player and GM #2 takes over, and the process starts anew.</description>
		<content:encoded><![CDATA[<p>Actually, none of the above.</p>
<p>In my group, we have a &#8220;revolving GM&#8221;, and the current GM (GM #1) and the next GM (GM #2) get together when GM #2 has his campaign planned out and somewhat ready to go. They mutually decide what is a good endpoint to the current campaign. When the campaign ends, GM #1 becomes a player and GM #2 takes over, and the process starts anew.</p>
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		<title>By: Ken Newquist</title>
		<link>http://www.treasuretables.org/2006/04/endpoints-and-expectations/comment-page-1#comment-1825</link>
		<dc:creator>Ken Newquist</dc:creator>
		<pubDate>Tue, 11 Apr 2006 02:43:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=292#comment-1825</guid>
		<description>Typically my campaigns run 2-3 years, with the campaign culiminating when the characters hit high level, which in D&amp;D translates to around 12th to 15th.

In terms of discussing how long the campaign will be before hand, we don&#039;t explictly state the campaign will run X number of sessions or Y number of years, but we do discuss what folks would like to accomplish in the campaigns, in terms of story, character and setting development, and go from there. 

So I suppose my answer would be &quot;play until all the stories have been told&quot;.</description>
		<content:encoded><![CDATA[<p>Typically my campaigns run 2-3 years, with the campaign culiminating when the characters hit high level, which in D&amp;D translates to around 12th to 15th.</p>
<p>In terms of discussing how long the campaign will be before hand, we don&#8217;t explictly state the campaign will run X number of sessions or Y number of years, but we do discuss what folks would like to accomplish in the campaigns, in terms of story, character and setting development, and go from there. </p>
<p>So I suppose my answer would be &#8220;play until all the stories have been told&#8221;.</p>
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		<title>By: Crazy Jerome</title>
		<link>http://www.treasuretables.org/2006/04/endpoints-and-expectations/comment-page-1#comment-1820</link>
		<dc:creator>Crazy Jerome</dc:creator>
		<pubDate>Mon, 10 Apr 2006 22:19:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=292#comment-1820</guid>
		<description>&quot;If you don’t discuss endpoints with your group, how do you choose which approach to take?&quot;

We discuss a general endpoint as part of our overall discussion of what the campaign will be about.  We do this in both mechanical and story terms.  I didn&#039;t mention it, because to me that is a tiny part of a bigger discussion.  :D

Now, we don&#039;t tend to bring that up as much as we once did.  Our guys and gals are pretty darn tired of open-ended and episodic campaigns.  So we default to &quot;definite ending&quot; until someone starts to feel differently.  Since the switch, we&#039;ve had 100% agreement that definite ending is the way to go.</description>
		<content:encoded><![CDATA[<p>&#8220;If you don’t discuss endpoints with your group, how do you choose which approach to take?&#8221;</p>
<p>We discuss a general endpoint as part of our overall discussion of what the campaign will be about.  We do this in both mechanical and story terms.  I didn&#8217;t mention it, because to me that is a tiny part of a bigger discussion.  <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Now, we don&#8217;t tend to bring that up as much as we once did.  Our guys and gals are pretty darn tired of open-ended and episodic campaigns.  So we default to &#8220;definite ending&#8221; until someone starts to feel differently.  Since the switch, we&#8217;ve had 100% agreement that definite ending is the way to go.</p>
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		<title>By: ScottM</title>
		<link>http://www.treasuretables.org/2006/04/endpoints-and-expectations/comment-page-1#comment-1819</link>
		<dc:creator>ScottM</dc:creator>
		<pubDate>Mon, 10 Apr 2006 21:19:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=292#comment-1819</guid>
		<description>When we went through our last &quot;propose a system&quot; discussion, I put four ideas forward.  The game with the clearest time indication [Primetime Adventures] was shot down because the rest of my group is fixated on the #2 idea.  

[Incidently, we&#039;ve finished three good runs-- each lasted 18-30 months, so that&#039;s our &quot;forever&quot; I think.  Though each of the three suffered a #3 ending-- due to group composition issues each time.]</description>
		<content:encoded><![CDATA[<p>When we went through our last &#8220;propose a system&#8221; discussion, I put four ideas forward.  The game with the clearest time indication [Primetime Adventures] was shot down because the rest of my group is fixated on the #2 idea.  </p>
<p>[Incidently, we've finished three good runs-- each lasted 18-30 months, so that's our "forever" I think.  Though each of the three suffered a #3 ending-- due to group composition issues each time.]</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2006/04/endpoints-and-expectations/comment-page-1#comment-1817</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Mon, 10 Apr 2006 21:02:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=292#comment-1817</guid>
		<description>It&#039;s interesting to see this much variation in approaches -- and to note that out of 10 commenters, only 3 specifically mentioned discussing endpoints and expectations with their players.

If you don&#039;t discuss endpoints with your group, how do you choose which approach to take?

I&#039;ve defaulted to a mix of vague (trying to read my players&#039; minds) and specific ways (asking for feedback) of taking my group&#039;s pulse over the years, but I&#039;m less and less enthused about that method.</description>
		<content:encoded><![CDATA[<p>It&#8217;s interesting to see this much variation in approaches &#8212; and to note that out of 10 commenters, only 3 specifically mentioned discussing endpoints and expectations with their players.</p>
<p>If you don&#8217;t discuss endpoints with your group, how do you choose which approach to take?</p>
<p>I&#8217;ve defaulted to a mix of vague (trying to read my players&#8217; minds) and specific ways (asking for feedback) of taking my group&#8217;s pulse over the years, but I&#8217;m less and less enthused about that method.</p>
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		<title>By: Daguruvjt</title>
		<link>http://www.treasuretables.org/2006/04/endpoints-and-expectations/comment-page-1#comment-1815</link>
		<dc:creator>Daguruvjt</dc:creator>
		<pubDate>Mon, 10 Apr 2006 20:56:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=292#comment-1815</guid>
		<description>Our gaming group meets twice a month, and we have three active GMs in our group. In order to prevent a monopoly at the table, and to allow everyone a shot at running a game we go with two models. One is essentially an extended one-shot, where you get five sessions to run your game. The other is an extended campaign, consisting of 12-14 sessions. At one time one game master would run his game until he reached an end, or interest waned. With our new structure, the GM avoids burnout.</description>
		<content:encoded><![CDATA[<p>Our gaming group meets twice a month, and we have three active GMs in our group. In order to prevent a monopoly at the table, and to allow everyone a shot at running a game we go with two models. One is essentially an extended one-shot, where you get five sessions to run your game. The other is an extended campaign, consisting of 12-14 sessions. At one time one game master would run his game until he reached an end, or interest waned. With our new structure, the GM avoids burnout.</p>
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		<title>By: GilaMonster</title>
		<link>http://www.treasuretables.org/2006/04/endpoints-and-expectations/comment-page-1#comment-1814</link>
		<dc:creator>GilaMonster</dc:creator>
		<pubDate>Mon, 10 Apr 2006 15:30:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=292#comment-1814</guid>
		<description>I have an endpoint planned, but it&#039;s not time based. 

When the group works out the &#039;evil&#039; group&#039;s plan and foils it (and unless they smart up soon, it&#039;ll be a last-minute foil) then the campaign will end.

Yes, it&#039;s a &#039;save the world&#039; campaign, but I figure everyone&#039;s got to do one once.</description>
		<content:encoded><![CDATA[<p>I have an endpoint planned, but it&#8217;s not time based. </p>
<p>When the group works out the &#8216;evil&#8217; group&#8217;s plan and foils it (and unless they smart up soon, it&#8217;ll be a last-minute foil) then the campaign will end.</p>
<p>Yes, it&#8217;s a &#8217;save the world&#8217; campaign, but I figure everyone&#8217;s got to do one once.</p>
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