Thursday, August 15, 2024

Gradually, then Suddenly

It's been a rough few weeks for my ongoing House of Worms Empire of the Petal Throne campaign. Recently, the combination of the usual summer doldrums I've come to expect over the last nine years with the vagaries of my players' real-life schedules and obligations has resulted in fewer sessions where we actually play than those where we just chat. Now, there's nothing wrong with chatting with one's friends and, truth be told, I often enjoy those sessions where we shoot the breeze rather than roleplay. But House of Worms is a roleplaying game campaign, so I do take note of when we have an extended period of time when our playing is erratic to non-existent, as has been the case for the last month or so.

As it happens, one of my players also has taken note of it and today raised the question of whether or not I thought the campaign was in danger of sputtering out. Despite my optimism of only a few months ago, I had to agree that the campaign might indeed be entering its final days. Amusingly, our newest player, who only joined our merry band in January of this year, joked that he should have known this would happen. Anytime he'd joined a Tékumel campaign in the past, it fell apart soon thereafter, so why should House of Worms be any different? One of the original six players of the campaign hasn't been able to join us since earlier this year, while another of the original six is now taking an extended leave due to his work. Other players have also found themselves unable to attend for various reasons and that's had an adverse effect on our sessions, which, in turn, has slowed the momentum of the campaign to the point where the players are now openly discussing the possibility of things coming to a halt. 

As I said during today's session, when the question was first raised, we've had periods like this before, when our session frequency became inconsistent and we lost some momentum, but we always managed to keep things going somehow, so that might well be the case this time as well. However, I must confess that this time feels a little different. If I had to put my finger on why it's probably related to the loss of two of the original six players. We're entering into Ship of Theseus territory, where the thread connecting the first session in March 2015 and the present is getting ever more tenuous. Maybe that's not what's going on, I don't know. I can only say that I agreed with the player that lately House of Worms feels as if it's no longer as energetic as it once was.

Of course, the reason the player brought the topic up was, in part, to see if we could make an effort to "wrap things up," which is to say, reach a place in the campaign where, if we were to decide to end it, doing so would bring some degree of satisfaction. Given the meandering nature of the campaign after nearly a decade of play, I'm not sure it'd be possible, even under the best of circumstances, to tie up all the dangling threads into a neat little bow, but, even if that's impossible, there's no reason we shouldn't work toward some kind of closure. We've spent too much time with these characters, this world, and one another not to try – which is why, in today's session, the characters began to lay the groundwork not only to effect Kirktá's rise to emperor of Tsolyánu but also to ruler of a restored Bednallján Empire. They think big, don't they?

And who knows: thinking big might just be the sort of thing that helps pull the campaign out of its doldrums and ensures our contemplation of its end is for nothing.

11 comments:

  1. I certainly hope the campaign continues. I enjoy reading the summaries of the sessions.

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  2. Ambitious player goals have been a good way to ensure a definitive ending for my campaigns in the past, although they've been much shorter than yours. Either the PCs manage to pull it off, or they overreach and die horribly or suffer fates worth than death. Wraps up the game no matter which happens, and even a TPK ending is satisfactory for some folks. Going out in a blaze of glory can be a good way to go.

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  3. I, too, hope that you and your group are able to continue. The last campaign that I ran with six people (Gamma World 2E, before and during COVID), ended up sputtering out as players were unable to continue due to Real Life (TM). We switched to meetings over Discord and a webcam pointed at my Chessex battlemat for a while, but we just couldn't sustain it with three people if one person couldn't show.

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  4. Rather than let it sputter, perhaps call for a sabbatical? Definite end and start dates feel like a definitive decision, rather than giving up after repeated futilities. But keep up the chats!

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    1. I have very bad experience with sabbaticals. They seem to kill any momentum remaining in campaign.

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  5. Other commenters will have more experience individually, and collectively FAR more, than me alone, but... my experience has always been that trying to "wrap up a campaign" by resolving dangling plot points in some kind of final high point/culmination/big show, has ended up being really disappointing. Like, more disappointing than letting it gently fade away.

    The only exception being campaigns that had a through-line established at the start and that was, however modified on the fly, kept alive and relevant during the course of the gaming. Those usually had good wrap-ups!

    I dunno, man. Best wishes for however you go with this, and huge congratulations on a Tekumel campaign of heroic proportions!!

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  6. LetsfightsomeslimesAugust 16, 2024 at 9:26 AM

    We are in the August doldrums in my campaigns as well. Usually just a temporary thing, people’s minds will turn back to adventure once the weather startts to cool.
    But this is also usually the time that the final fade away happens as well, if it is going to happen.
    The only constant is change, and that is always a chance for fresh starts!

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  7. I also meant to say in my first comment, there's always the option of rebooting/retooling your campaign to adapt to new players, the ravages of time on continuing players, and "rightsize" the accumulation of campaign lore. That is, starting over, in the same campaign continuity, but in another location, and/or skipping to a previous or future time frame; and switching to play entirely new characters. (Or, taking over existing NPCs and reframing the campaign around _their_ perspective on the story.)

    I've had some pretty decent experiences with this. It lets the GM clear away the lumber of plot, detail, characters while focusing on a few "good ones" -- and introducing new elements without tripping over all the accumulated old ones. It lets new(er) players join in on a somewhat equalized field as the old campaigners and not feel like they're always missing out on backstory and references the others share. It gives old(er) players a jolt and obliges them to change up their game -- OK if they're flagging, less OK if they're still enthused with what they've been doing.

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  8. I'm sad to hear it, as I've enjoyed hearing about your adventures. But, few campaigns I've heard of last that long so I'm surprised. Gern's suggestion is an interesting alternative!

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  9. Perhaps a time limit? Two sessions remaining in the campaign, do what you can while you can, be there or be square. Knowing that it is ending on a fixed date might bring in those on the periphery for carthasis and a last hurrah or perhaps an all day session on labour day?

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  10. Sorry to hear it, but a nine year campaign is still a heck of an achievement! I was very happy with my three year campaign which ended a year ago this month. And I've just been getting the itch and motivation lately to run another.

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