"Many that live deserve death. And some that die deserve life. Can you give it to them? Then do not be too eager to deal out death in judgement. For even the very wise cannot see all ends."
"I wish it need not have happened in my time," said Frodo. "So do I," said Gandalf, "and so do all who live to see such times. But that is not for them to decide. All we have to decide is what to do with the time that is given us."
I played a 6 person game of Shadows over Camelot for the first time yesterday. We managed to have 0 traitors in our group. It became pretty clear that this was the case .... and that naturally we were going to win the game. We needed a way to end the game, and ended up adding Picts and Saxons on the board trying to fill up the last 4 swords with black ones. That felt very wrong. Is there some provision for ending the game early which we missed?
Actually, this is right; you missed nothing; at least you didn't surrender a possible victory too soon. Remember one of the defeat conditions is having 12 catapults at Camelot. You could have more than enough White swords on the Round Table and still lose (seen it happen often). A win is never clear until that 12th sword is on the table.
Consider this, as the race to get that final 12th sword goes on, it takes more effort to defend Camelot against the siege engines. It takes an average of 3 Fight cards to guarantee defeating a catapult (if you lose you lose the cards and 1 LP). On your turn, at Camelot you either gain 2 cards (Gawain 3) OR fight a catapult. So towards the end of the game you often get a White card drain (knights can't get cards fast enough) to keep pace with the corresponding increase in catapults. The game is designed to create that type of tension. Sort of like "Beat the Clock" with the Round Table being the clock and the swords ticking off time. Or like the hidden 'time bomb' in an action film. So, it's not always "pretty clear" that a win is inevitable until the fat sword sings.
If SOC is still too easy, I recommend trying, the "Squire's Challenge" or "The Traitor Among Us" (Rulebook page 18) or adding Merlin's Company before messing with variants; like 'Monopoly' folks forget how to correctly play the game and teach goofy made-up rules to others.
Congratulations on the 'easy' victory. Try again, no?