As I hinted in my last game report, I feel the urge to move on from our Primal Dungeon/City Within campaign. At 15 sessions so far, this has been the longest Mini-campaign I’ve played since we started 4e. While I think the setting is ripe for more adventures, I feel like creating/exploring a new micro-setting and new themes.
I know that ‘wanting to move on’ is a feeling that many DMs have. I also noticed that ending a campaign (as opposed to abandoning it) is a lot harder than starting one.
But hey! If Joss Whedon can do it… so can we!
So I thought I’d share my experience in crash-ending my current campaign and maybe we can discuss other ways you did it in your own.
Pick your loose ends.
A campaign that needs to end unexpectedly will have a very large number of loose ends. It is my belief that trying to tie them all will likely lead to the campaign ending on a whimper where Players will see their suspension of disbelief stretched beyond tolerance so that all plots end up explained and closed.
You want to avoid the Battlestar Galactica Finale Syndrome
(i.e. some loose threads we tied so sloppily it arguably unraveled most of what made the show good)
I believe you should focus on a few plots, the one that are the most important in the campaign and close those off. The number of plots and loose ends to address should be directly related to the number of sessions you and your group are willing to play before moving on.
For example, in my Primal/Within campaign, I want to finish the campaign within the next 2 sessions. Out of all the loose ends, plotlines and meta-challenges, I chose the following:
- What will happen to the Sentient Dungeon after the players are done raiding the Overmind’s Castle? (The Overmind is a Mindflayer villain working for the Dungeon)
- What is the Master’s true plan? (The Master is a unseen Mastermind who’s been hindering/helping the party for a few sessions now…)
- I want to play out my D&D as Mouseguard experiment to the end, including playing a mapless dungeon crawl in the Overmind’s Castle.
I estimate that I can likely do this in two 3-hour sessions. I also started planning it backwards (starting with the final confrontations) so that should the player decide to cut things short, I can fast forward to the last scenes.
What about the Players?
Your loose ends are important, but it’s not all about your story (in fact it stops being the DM’s story the moment you play your first session, but that’s another post). You also need to check with your players to see if there are plot or backstory elements they would like to address before campaign’s end. Now of course, this can’t be something that will stretch the moribund campaign more than necessary. Like your own loose ends, the players will have to choose and suggest a few. It’s likely that you can only fit one or two for the whole party.
Here’s a hint: try to address those of your Storytelling and Casual players (as defined by Robin Laws’ various texts on the subject). The Storytellers will appreciate that you went out of your way to explore, one last time, what their character can do in the story. The Casual Players, especially if they have attempted to participate in a few storylines, will feel rewarded for their efforts. The others can take care of themselves…
In our case I picked the following:
- Reveal the true identity of Fangs, Eric’s Shifter Warden
- Develop, one last time, the relationship between Corwin (Halfing Sorcerer) and the Sentient Dungeon
- Address Mike’s (Invoker) goal in bringing back the influence of the gods to the denizen of the Dungeon.
Thus I get closure and so will the players.
Go for Epic
The standard model for RPG campaign seems to to have them start on a bang and end on a whimper. People grow bored, the gaming group enters stagnation and the campaign is often abandoned.
If you decide to end your campaing before its planned time, I suggest that you go all out. Go back to your initial feeling about the campaign and recover the spark that drove it. Try to have that spark be the driving element of your last adventure and weave it everywhere into it.
In Primal/Within, the campaign was born around the idea that a Primordial was imprisoned deep under the earth. Followers of the Primordial started building a gigantic dungeon all around it. The gods responded by influencing a few dwarves to go in the Dungeon and build a City inside the dungeon to combat it’s growth and create a stalemate.
So if I want to make a finale of that campaign I want to capture the coolness we felt when we pictured a Sentient Dungeon and a divine prophecy driven city. So I need to place elements of what made us want to play this campaign in that last adventure: the anger of the Dungeon seeing its plans foiled, the possible influence of the prophecy the PCs, the likely consequences of the PCs failing.
One of them will likely be a direct confrontation with the Dungeon itself. One that I’m very looking forward to.
So there you have it. Chatty’s instant campaign wrap up kit.
You turn now…
How do you deal with campaigns on the wane? Any tips and tricks you want to share with us?

Oh yes, another series