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You can have incremental versions of Hero System games, or Fragged Empire. But its never about waiting around to get access to level 10 so you can get the cool stuff. Its about what you want to do or when you get tired.
Its not only that but D&D style games tend to gate a lot of options behind level. Given they don't have the zero-to-hero bias, that's much less true for a lot of ones outside the class/level paradigm.
More than I manage since my wife and I dropped Sunday night games early on, but I also think our Saturday games are longer than most so I can't say if the average weekly playtime would be shorter than yours. The fact I don't have, and have never regularly played with anyone with children...
Until recently, I did play weekly; they were just different campaigns, sometimes by different GMs.
Hard for me to judge. I played at least weekly for 40 years. I admittedly was married for only half of that, have no children and my only real other hobbies were reading and computer gaming, so...
We play every-other week per campaign so usually that's about a year and a half for us, barring holiday breaks, but that's a quirk of how we schedule things; you're generally right.
It doesn't have to necessarily be quite that long, but I usually just don't find time to get the kind of things I want done in something much shorter than that. I can see potentially putting together some functional games in 3-5 sessions, but usually that's too much upfront work for the yield.
I've never actually had one end because of scheduling. In terms of your sentence following, I've had ones that continuing the game long enough to get to a satisfactory ending would have been pretty much painful for all concerned.
I can't judge how common it is, just that its happened to me...
Because I think it actually makes a difference when talking about non-D&D games. Its much easier in a lot of systems to get a pretty full experience of the system and options without a long play cycle.
I've had a number of failures out, but like I said most weren't duration-based reasons, other than the one game system that turned out to break down much earlier than you'd expect (actually, if you count D&D 3e you could argue two).
Okay, I guess that's true to a point, though I'm not sure the time frame is longer IME than the time frames I tend to use anyway. I don't tend to find a campaign running less than around 40 sessions satisfying, but don't tend to aim much longer than that anyway.
Edit: I also just realized...
I've had a number of cases of Terminal Campaign Failure, but I can only think of one where it was because of excess planned campaign length, and that was because of systemic failures in the Dragon Age RPG that progressively kicked in at and above level six. I've absolutely had ones from me...
I almost recommended Aftermath--I still think it has a reputation for being more complex than it is. But that might be my perception and its a fairly old game at this point.