This is the last post in TT’s six-part How to End a Campaign series (previous entries are linked below). Each post in this series covers one approach to ending a long-running game, including pros and cons.

As Identifying the Tough Stuff discussed, “end a campaign” was one of the most common answers to the question “What’s the hardest thing you’ve ever had to do as a GM?,” which I posed in TT’s GMing profiles thread.

This last approach is a bit unusual: Having a plan to end your campaign, and sticking to it.

Given the semi-mythical default model for campaigns — the decade-long odyssey that never really ends — this one, ending your campaign according to plan, is fairly uncommon.

In my experience, most gamers don’t like to think about ending campaigns. If you’re in a good game, and you’re playing with your friends, chances are you don’t really want it to end.

In a way, it’s a lot like books and movies: When you’re watching a great movie, or reading an amazing book, you know it’s going to end…but you really wish it didn’t have to.

And just like that book or movie, your campaign is going to come to a close at some point — and that’s where planning the ending comes in.

Pros

The biggest advantage to this approach is pretty simple: You have a plan. Having a plan means that you can easily avoid the not-so-hot ways to end a campaign, particularly ending it with a whimper.

When you know from the beginning how your campaign is going to end, you can write your adventures accordingly. You can also foreshadow the ending, and build up to it in exactly the way you’d like (and if you make sure your players know in advance how long the game will be, they can do the same).

Aiming for a pre-planned ending can also lead to tighter pacing, because you (and your players) know that every moment around the gaming table counts.

Cons

Part of the enjoyment of roleplaying is the lack of constraints — within reason, you can pretty much do whatever you want. Because it adds a constraint, having a definite ending changes that dynamic in a way that not all players will enjoy.

Plotting your campaign out in advance removes some of the flexibility that you usually enjoy as a GM. Once you’ve made your plan and started implementing it, you might not want to fiddle with the details for fear of breaking something — even if doing so might make the game more enjoyable.

You also run the risk of railroading, which is rarely desirable in a long-term campaign. What if something unexpected happens in the second session, and it completely invalidates the ending you were shooting for? Do you change the ending, or remove some of your players’ freedom to choose their destiny?

Other Approaches

The rest of this series looks at different approaches to ending an ongoing campaign.

One thing I’ve always had in mind with this series of posts has been turning it into a free PDF. It offers what I think is a fairly comprehensive overview of what’s often a tricky topic, and it’s nicely self-contained.

That said, this series also hasn’t generated that much discussion, which may mean that there’s not all that much interest in it — it’s sometimes tough to tell.

Would you like to see this series made into a free PDF? Would it be useful to you, or do you think it’d be useful to other GMs?

And have you ever ended a campaign according to plan? How did it go?