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The Original End Goal of Dungeons & Dragons
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<blockquote data-quote="timbannock" data-source="post: 7727392" data-attributes="member: 17913"><p>I don't believe there is much definition to the end game philosophy any more. We have 35+ years of experience to show that games vary so much from table to table that it doesn't make sense to say: 'this is how all/most/some campaigns *should* end.'</p><p></p><p>The closest you get to an end-game in D&D specifically (5E) is "get cool stuff at Level 20." The campaigns that are published don't even bother to go that high, though rather interestingly, I find most -- if not all -- of the published campaigns have enough content to challenge characters of significantly higher levels than they say on the tin. Plus all the fan made content (like the increased Challenge Level version of Strahd that folks put out). Those end games are always: beat the bad guy or stop the threat. They don't often even touch on building fortifications, increasing Faction ranks, or really any of the downtime activities that lead to a more personalized, individual end-game; that's up to the DM and the players to handle, if they bother with it at all.</p><p></p><p>Which, in some ways is a great -- if everyone's doing it differently, then that continues unimpeded -- but is also bad because there are practically no templates for a true end-game in modern D&D. Pathfinder's Kingmaker is kinda-sorta a fix for that issue, but that's about all there is out there.</p></blockquote><p></p>
[QUOTE="timbannock, post: 7727392, member: 17913"] I don't believe there is much definition to the end game philosophy any more. We have 35+ years of experience to show that games vary so much from table to table that it doesn't make sense to say: 'this is how all/most/some campaigns *should* end.' The closest you get to an end-game in D&D specifically (5E) is "get cool stuff at Level 20." The campaigns that are published don't even bother to go that high, though rather interestingly, I find most -- if not all -- of the published campaigns have enough content to challenge characters of significantly higher levels than they say on the tin. Plus all the fan made content (like the increased Challenge Level version of Strahd that folks put out). Those end games are always: beat the bad guy or stop the threat. They don't often even touch on building fortifications, increasing Faction ranks, or really any of the downtime activities that lead to a more personalized, individual end-game; that's up to the DM and the players to handle, if they bother with it at all. Which, in some ways is a great -- if everyone's doing it differently, then that continues unimpeded -- but is also bad because there are practically no templates for a true end-game in modern D&D. Pathfinder's Kingmaker is kinda-sorta a fix for that issue, but that's about all there is out there. [/QUOTE]
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