Estou vendo implicações nas Regras do Demônio que as condições podem ser assumidas para terminar no final da História (ou seja, o arco da campanha) porque ele faz referência a certas condições como "Não terminar no final da história".
Há também a condição desejada que termina sozinha após 24 horas ou pode ser resolvida ao ser preso. Olhando para Blood and Smoke , por sugestão do Jadasc: na verdade tem uma seção especificamente sobre isso, na página 193:
Lingering Conditions
Conditions are designed as reminders that events
that happened earlier in the story have repercussions later. Usually,
Chekhov’s rifle applies — if you put the Condition on stage, it should
fire by the end. But storytelling games are slippery things, and
sometimes a story thread represented by a Condition is better to drop
for the sake of the ongoing narrative. For example, an emotional state
like Wanton might no longer be relevant to events in the game because
a long time has passed, or it might have been the result of a
conflict with a character you don’t care about anymore. In those
cases, it’s perfectly fine to just cross off the Condition. We
recommend awarding a Beat as if resolving it, but that’s at the
Storyteller’s discretion. We recommend doing this sparingly, but
bottom line: If a Condition doesn’t feel relevant to the story
anymore, just let it go.