guedo79 said:
So here's the question: What campaign endings have to been a part of that was memorable? What made it special? Was it combat or just roleplaying?
Was it done softly with lots of description and follow up or did it just end?
I played a character from 1-20 in AL Qa *FRICKEN* Dim.
The last two adventures were a great way to end the campeign-
First- the pc was captured and held on trial by some evil minor Caliph for war crimes. The Grand Caliph had ordered if the pc could pay restitutions for the damage done during that time, then he should be let free. So- while he was held in some gallows, npc's from throughout the campeign came to offer money to help get him free.
It was a totally rp adventure- with a look back at past adventures and see the impact the pc had on the world.
Second and final adventure- the pc was finally reuniting with his one true love (and first wife), but she had been cursed recently to be destroyed along with any man she kissed.
The pc's genie double(a cursed outcast genie forced to live a mortal life as a clone of someone else) kidnapped her and brought her to a volcano on the verge of erupting.
The fought on a rock bridge over the lava- the pc was getting his butt handed to him until his true love helped him knock the villian into the lava (you have to love a folding boat).
The volcano began to erupt and there was no time to escape. As the lava began to rise around them- they kissed.
Fate (an intelligent force in Al Qa *FRICKEN* Dim) twisted the nature of the curse so their souls became intermingled. They spent the rest of eternity together- something life did not allow.
So- what makes an ending special?
If you can do something that ties a lot of the campeign together, then that is a good start.
Giving the pc's what they want is also nice. I regularly ask pc's how they envision the end of their characters (death or retirement)- I then try to make that come true when dramatically appropriate.
SD