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<blockquote data-quote="Piratecat" data-source="post: 3064489" data-attributes="member: 2"><p>We just had a gripping, fascinating D&D game where only one person rolled a die (a spellcraft check) -- and the result was a whopping <strong>73</strong>. I'm not sure we'll ever have a higher average d20 result at the gaming table! </p><p></p><p>Mind you, the PCs in my game are 21st-22nd level. It's an old game, started in '92. But I'm moving it to a close, with plot threads coming together and all sorts of interesting things happening -- and in doing so, I find that the only fair thing is to reveal secrets that I've kept since the campaign's inception. I'm telling all the sneaky stuff, and laying certain peoples' backstories and motivations bare for scrutiny by the PCs. For the first time, I'm showing most of my cards.</p><p></p><p>Holy cow, it's scary.</p><p></p><p>I have to do it in order to reveal the next layer of the plot-onion, of course, but it's still weird. With 9th level divinations, the heroes can find out almost anything if they know what to ask. I <em>need</em> them to ask, because that's where the next big chunk of plot is. But what if I missed something obvious, or there's a giant gaping plot-hole, or my history is inconsistent? I'm only mollified by the fact that the more I tell them, the more information they get, the more excited they are -- and the more they buy into the campaign world and what's happening in it.</p><p></p><p>In asking and learning stuff, though, they're learning and deciding things that can fundamentally change the nature of the game world. This sort of risk turns out to be one of the things that really makes the game fun for me, and there's a dangerous temptation to not actually bring the game to a climactic and satisfying finish. To just keep it going. But I'm a firm believers that stories, and games, should have an end. For me, it's about nine months or so away.</p><p></p><p>And you can believe that I haven't answered the question "what do I do when this campaign is over?" I think that will come in time.</p><p></p><p>Anyone have lessons to share from ending a long campaign? Good stuff, bad stuff, things you wish you had handled differently? What really worked well?</p></blockquote><p></p>
[QUOTE="Piratecat, post: 3064489, member: 2"] We just had a gripping, fascinating D&D game where only one person rolled a die (a spellcraft check) -- and the result was a whopping [b]73[/b]. I'm not sure we'll ever have a higher average d20 result at the gaming table! Mind you, the PCs in my game are 21st-22nd level. It's an old game, started in '92. But I'm moving it to a close, with plot threads coming together and all sorts of interesting things happening -- and in doing so, I find that the only fair thing is to reveal secrets that I've kept since the campaign's inception. I'm telling all the sneaky stuff, and laying certain peoples' backstories and motivations bare for scrutiny by the PCs. For the first time, I'm showing most of my cards. Holy cow, it's scary. I have to do it in order to reveal the next layer of the plot-onion, of course, but it's still weird. With 9th level divinations, the heroes can find out almost anything if they know what to ask. I [i]need[/i] them to ask, because that's where the next big chunk of plot is. But what if I missed something obvious, or there's a giant gaping plot-hole, or my history is inconsistent? I'm only mollified by the fact that the more I tell them, the more information they get, the more excited they are -- and the more they buy into the campaign world and what's happening in it. In asking and learning stuff, though, they're learning and deciding things that can fundamentally change the nature of the game world. This sort of risk turns out to be one of the things that really makes the game fun for me, and there's a dangerous temptation to not actually bring the game to a climactic and satisfying finish. To just keep it going. But I'm a firm believers that stories, and games, should have an end. For me, it's about nine months or so away. And you can believe that I haven't answered the question "what do I do when this campaign is over?" I think that will come in time. Anyone have lessons to share from ending a long campaign? Good stuff, bad stuff, things you wish you had handled differently? What really worked well? [/QUOTE]
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