So before I begin, this post is going to describe the end of my 5th Edition campaign, Curse of the Black Pearls. There are a myriad of reasons why you may end a game prematurely and move onto something else. For me, it was a lack of plot momentum, dwindling enthusiasm for 5th Edition as a system and just the desire to do something else – especially as I had a large amount of player turnover in this game disrupting a lot of my early plans. Now that I have stabilized my group and moved along a bit, I’ve decided that while I’ve enjoyed 5E the problems with pacing have become too difficult for the biweekly game. This is especially compounded by the play time available being around ~3 hours or so, especially when one combat of the style I enjoy is taking over 2/3 of that time easily.
Essentially with my enthusiasm low and the plot progressing at a snails pace, even with my attempt to pick it up a notch or two, I made the decision to end the game. So as well as being a finale to Curse of the Black Pearls, this play report will also intersperse my thoughts on why the game was ending and the way I chose to do so from the players adventures at level 7 to the power leveled final battle at level 14. In a subsequent post, I’ll talk about why you should choose to prematurely end a game and how to either avoid doing so, or if you feel you can’t avoid it, how to go about doing so in a fair way to everyone.
But most important of all: To you as the DM.