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<blockquote data-quote="Lord Zardoz" data-source="post: 3065633" data-attributes="member: 704"><p>As a long time DM who has never had the chance to formally end a campaign, nor had the chance to run a game that lasted more than 1 year, I envy you, Pirate Cat. Please die in a fire. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Now, aside from that, I do have some advice for you, unqualified as it may be. The advice has nothing to do with how to run the game. After 14 years of it, I will grant that you probably have some idea of what your doing and how you want to do it.</p><p></p><p>First, do not be afraid or uneasy about inconsitencies. Your campaign has ran 14 years. There are TV shows that have had half that long a run that ended up with some glaring inconsistencies. As long as you dont intentionally make the ending suck, I am betting that the players will enjoy it. You should be crapping your pants with glee that all these ideas you have had rolling around in your head will finally have an audience.</p><p></p><p>The second bit of advice is for what you should do after. You have been the DM for 14 years. I say, its time to sit at the other end of the table, and let someone else have a go at running a game. Even if you end up joining a different gaming group to do it. Being a DM can kick ass, but being a player can be great fun too.</p><p></p><p>The third bit of advice is to not rule out a return to this world you have created. Save the players character sheets, and a few years from now, run a one shot where someone summoned the great legendary heroes to fend off some apocalyptic threat. Or be a total geek, and have them framed and give them to your players as christmas geeks. (Or if you want to be ceremonial and subversive about it, have a BBQ and make each player burn their character sheet and flush the ashes down the toilet. This is just a game after all).</p><p></p><p>Good luck on whatever comes after this.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3065633, member: 704"] As a long time DM who has never had the chance to formally end a campaign, nor had the chance to run a game that lasted more than 1 year, I envy you, Pirate Cat. Please die in a fire. :) Now, aside from that, I do have some advice for you, unqualified as it may be. The advice has nothing to do with how to run the game. After 14 years of it, I will grant that you probably have some idea of what your doing and how you want to do it. First, do not be afraid or uneasy about inconsitencies. Your campaign has ran 14 years. There are TV shows that have had half that long a run that ended up with some glaring inconsistencies. As long as you dont intentionally make the ending suck, I am betting that the players will enjoy it. You should be crapping your pants with glee that all these ideas you have had rolling around in your head will finally have an audience. The second bit of advice is for what you should do after. You have been the DM for 14 years. I say, its time to sit at the other end of the table, and let someone else have a go at running a game. Even if you end up joining a different gaming group to do it. Being a DM can kick ass, but being a player can be great fun too. The third bit of advice is to not rule out a return to this world you have created. Save the players character sheets, and a few years from now, run a one shot where someone summoned the great legendary heroes to fend off some apocalyptic threat. Or be a total geek, and have them framed and give them to your players as christmas geeks. (Or if you want to be ceremonial and subversive about it, have a BBQ and make each player burn their character sheet and flush the ashes down the toilet. This is just a game after all). Good luck on whatever comes after this. END COMMUNICATION [/QUOTE]
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