I will tactfully refrain from comment. ^__^
>I agree that 'derailing' can be an issue, but those episodes that made
sure that they focused on the series theme and characters pulled
together better.
When the show was tight on its theme, it was wonderful. The first two years of that show are delightful, with only a few missteps.
>> the "Wow, that damp squib was the ending for your TV show after
having a whole year knowing you were aiming to an end?"
> Probably not the place for us to debate that <g>
Probably not. Especially because I'm right. <g> (Modest, aren't I?)
>but I think it is more recognition that once plot lines in this kind
of 'evolving' drama become too entangled you need to end.
>Not saying that it not a limitation, but look at lost for a
counter-example of running too long.
I'll agree about that. I do think if you are creating a "story" and not just trying to "live in the world" then there comes a time when your game naturally leads to an "ending". You can start a new story with the same characters (sequels exist) but sometimes it does require an end.
The GAC, for instance, will (I would expect) have an end. The Blood and
Gold campaign as presented has an ending point. You could stop there
quite happily.
I think that's normal enough.
LC
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