Some time ago, I read an interesting article on Gnome Stew titled Batting .300.
The article itself is basically an observation: In baseball, most batters are unsuccessful — getting three hits in ten at-bats is considered to be good. Similarly, in roleplaying games, the majority of campaigns seem not to end; instead they just stop.
There is a difference, however. In baseball, the players do everything they can to get a fourth hit out of ten — they take drugs, study video, practice every day. They strive to be the first player in decades to get four out of ten. Roleplayers tend not to take a look at their practices in an attempt to improve their success rate.
Here at the Big Bad Blog, we intend to look at causes for failure — based largely on personal experience — and think of how to correct them.

Our first target is what we choose to call Tolkien Syndrome.
What is Tolkien Syndrome?
J.R.R. Tolkien wrote a book called The Hobbit. It was a story about a Hobbit who went on a big adventure with some Dwarves and a Wizard. He went There and Back Again. The story was mostly about the There part. Getting There and dealing with a Dragon.
Later, J.R.R. Tolkien wrote another book, called Lord of the Rings. This was an epic story. Again, a Hobbit went There and Back Again. But this time the fate of the world hung in the balance.
Tolkien syndrome is when, in the planning stages, you plan to run The Hobbit, but, when the game happens, you try to make it into The Lord of the Rings. The first adventure happens, and you then string it along into something larger.
What’s wrong with Tolkien Syndrome?
The problem with this approach is that there is seldom a plan. Tolkien published The Hobbit in the 1930s, and The Lord of the Rings in the 1950s. That left more than a decade for working out a plan.
While we would not suggest that you spend a decade to plan your epic campaign, it does put things in perspective — you cannot just make the magic ring from the first adventure very important and send your heroes back out the door without a plan for how it will work, and how the players might resolve their new ring problem. In particular, the epic plot needs to be more meticulously laid out than the get-the-treasure-from-the-dragon plot.
In the working world, we would call this “scope creep”. What we are doing seems good, so why not add a bit more?
Handling Tolkien Syndrome
There are several strategies that can be employed against Tolkien Syndrome.
Do not give into it. When your adventure ends, call it quits. This does not mean that the group of players must disband — it might just be time for a new game. It is never a bad thing to go out on a high note.
Take a break. The first adventure was awesome, and you want more — the same players, the same characters, the same world. This does not mean that you need to give more right away. Do not be afraid to say: “I didn’t plan for any more of this game — I’m going to need some time to come up with the next chapter.”
Recognize it. Those who have seen scope creep in the working world know that it can often be a subtle thing. Look for signs that you are just trying to fill out the campaign without any purpose behind them. If you see them, put the game back on course — there is no shame in bringing the game to a conclusion.
Alternative Endings
One of the keys we are espousing here is that in order to have a game that ends well, a GM must an end in mind — although how you reach that end can be up in the air. Of course, not all campaigns will have a clear Lord of the Rings type ending in mind — your style of gaming might feature a series of Hobbit-like endings instead.
In these situations, consider taking a look around when approaching each Hobbit ending. Is the game still as fun as it used to be? Is it still worthwhile? Where is the next ending? Remember that each of your small endings can be made into the grand finale — Harry Potter could have ended with any one of the books actually marking Voldemort’s final defeat.
So much of fantasy literature is based on Lord of the Rings. Fantasy bookshelves are filled with trilogies, five book sets, and The Wheel of Time — it seems like all our source material is in series format.
Be brave, and break away from the mould. Your campaign does not have to be a series or a trilogy. It can be a stand-alone novel.
Or even a short story, if you allow it to be.
roleplaying
GMing, lord of the rings, scope, the hobbit, Tolkien