All campaigns eventually come to an end. Hopefully it was because of
the natural end being reached instead of being left unfinished.
Regardless, we have to make decisions about what we will do next and these decisions can be extremely important for the success of the new
campaign. It's also not a very simple subject. As usual, I hope my
thoughts on the matter will be of some help.
Rolling Into the Next One
One of the big things that need to be decide is whether a new
campaign will be started right away or a break will be taken. When I
say right away, I don't mean necessarily that things will continue on
the old schedule. The beginning of a campaign has a way of often
being more complex than a normal session because many details about
the world, characters, player characters and the general story going
forward needs to be thought up. However, you can still have the first
session of your new campaign scheduled in 2 or 3 weeks. I typically
like to do it this way because I find it is much easier to keep
things rolling if the people involved know when the next session is.
Trying to gather people back together after a break of unknown length
can be its own challenge. In some cases, this is very hard to avoid.
If it will be a month or so away it can be very difficult for people
to predict if they will be free. However, if they already liked
playing in your games and want more game time they will typically
give it their best shot.
Switching the Dungeon Master
Rotating the roles can be a great way to mix things up. There are
some people who like to play and some who like to run the game. If
that's how the group runs and they are happy, that's great. However,
I've also seen groups where people enjoy being on both sides of a
game. It can also be helpful for a Dungeon Master to get some time to
let their ideas stew. Being able to have a campaign going and still
working on their next campaign can be an amazing blessing for a
Dungeon Master. One thing that I will warn about, however, is some
unintentional leaching. You might think of things that would make a
great addition to the campaign you are playing in but would be out of
place in your own. You also want to be wary of having your next
campaign being too similar to the current one as well.
New Campaign Length
One of the decisions that tend to be made is about the length of a
new campaign. Many people want to just keep the game going until
interest is lost or they run out of things to do. Some, however,
prefer to have an ending in mind and work towards it. A short
campaign may just span levels 1-5. The nice thing about shorter
campaigns is that they can be extended and built on if needed. It
also means that a suitable and manageable big bad can be chosen for
the planned range. The risk is that things may seem a bit disjointed
if no thought towards the next possible extension is made before the
end. I find many people make these kinds of decisions even if they
don't realize it. These choices can be seen from elements such as
world building, enemy choices, magic items presented and sometimes
even player advice (when it comes to character building, some builds
work better than others at certain level ranges).
Switching Groups
The end of a campaign can be a good time to switch groups if things
weren't going well. I also find that it's easier to handle when a
player leaves at the end of a campaign compared to leaving in the
middle of one. That way, it gives time to find other players if
needed instead of scrambling in the middle. There is also the barrier
of getting the new players caught up and integrated so they don't
feel left out, which is avoided when a new campaign is being made.
Taking A Break
Personally, I view this option as a last resort. I find it much
harder to find the time later instead of when I already have time
scheduled. It can also be a bit hard to jump back in due to some of
the reasons I mentioned earlier. Campaigns can run longer or shorter
than expected but they typically run a few months at least from my
experience. However, if in a slump it can be a great way to get rid
of fatigue and get excited about the game again. I've seen some
people for who this works great. Personally though, I prefer playing
anyway and the fatigue goes away on its own when new, exciting
situations are encountered.
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