I'll admit, I've never handled campaign endings well. OK, so, if a campaign is allowed to die a natural death--that is, we mutually agree to an endgame, we retire the characters, or otherwise find a nice way to close things out smoothly--I'm fine with that. It's when stupid little things get in the way and a campaign goes tails-up that I get really frustrated.
The campaign in question was being run with HARP, and though it wasn't perfect by any means, it was a lot of fun. But we kept running into problems with the apartment clubhouse where we play--the front office kept messing up, causing people to drive long distances only to find we were locked out. We tried to play at my house--too crowded. The local library wasn't open the right hours. The FLGS was too far away for some folks to make it. Scheduling killed us.
And so, for now, that campaign is a goner. It looked like it would work, but between all the errors and foul-ups and inconveniences thus far, we're just going to have to punt. I don't take it well--I miss gaming face-to-face when I'm between campaigns, and my e-mail and online campaigns only go so far. I tend to wallow in my own self-pity for a little bit for awhile before getting out there again.
For the appropriate sound effect, I direct you here.
A minor tragedy as far as things go. But I still don't handle it very well.