Evading .300 – the next game
This is the third installment in a regular roleplaying feature here called Evading .300. These are in reaction to an article in Gnome Stew called Batting .300, in which it was suggested that failing to finish most games is acceptable.
Without necessarily disagreeing with the observations and conclusions there, we present causes for game failures and strategies to avoid them.
Today we look at the Next Game — something which is currently plaguing my mind and threating my current campaign.
What is the next game?
The next game is just that. The current game is humming along, planned out, and being played out. And the GM is exercising their creative muscles in directions outside the game.
This can manifest itself in a number of ways. They may feel like it’s time for them to step out from behind the DM’s screen for a while and play a PC, or have an idea for a whole new game that they begin to plan.
Another common problem can be the discovery (or re-discovery) of a different game that the GM wants to play.

What’s wrong with the next game?
There is nothing inherently wrong with looking forward to the next game — variety is the spice of life, and all that — but there is a real chance that the next game will interfere with the current one.
If as a GM, you are planning to run a second game, will you have time to run both well? If not, one of the two is likely to go off the rails and fail. Do your players have time for two games in their schedules, or are you forcing them to choose between the two?
Handling the next game
There are three basic ways to handle the next game — the right strategy will depend on the root cause, your game, your schedule and your players’ schedules.
Roll it in with the current game. Quite often, this problem occurs in mature games. The planning part of your current game has become less important — the bad guys have been established, the game world is well developed, the players’ goals are known, and you pretty much know how to get there.
So what do you do with your planning time? You think of your next game, or your next PC.
This raises a question: Why are these players not NPCs? Why is this the next game, and not a wrinkle in the current game?
There may be a good answer to these questions, of course, but if what you are missing is the creative element of planning for a game, take actions to bring that creative planning back into the game you are playing now.
Take a break. Alternately, the problem might not be that your game has reached a point where planning is unnecessary. Perhaps you’re just tired of running it.
Like all good things, a roleplaying game can start to feel like work if it takes up hours every week and seems to drag on without end. It shouldn’t. So take a break — not from roleplaying, but from the game that is starting to bore you.
We live in a world full of trilogies, serials and sequels. Your players have no problem waiting for the next issue of their favourite comic book, the next volume in Neal Stephenson’s Baroque Cycle, or the next movie based on the works of J.R.R. Tolkien. So why would they have a problem with a break from your game for the next couple of months.
Perhaps have every player run a one-shot before moving to the next session? It allows you to make some characters, and gives them all an opportunity to walk a mile in your shoes.
Of course, before the break you need to either wrap up the current plot or find an appropriate cliffhanger. And you need to have a planned return date (or it won’t happen at all). But it can be done.
End the game. In the end, you are playing a game and it should be fun — for everybody, including the GM. Dreaming about the next game is a good sign that you are not getting what you want to get out of the game.
If this is the case, and the above strategies do not seem appropriate, it is time to end the game. Not in a way that leaves your players hanging and the major themes of your campaign unresolved, but in a satisfying way. Figure out how to give the game the send-off it deserves (in no more than four sessions), and end it on your terms.
When the next — as yet undefined — game that you will play in starts to take hold in your imagination, it’s a good sign that your current game is in trouble, and the perfect time to act on it. Whether you need to recharge, inject some fresh energy and creativity into it, or bring it to a close — or have other ways of dealing with it — an intervention is needed.
(Image found here. Credit unknown.)









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