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DMs...How do you end a campaign in a satisfying way?
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<blockquote data-quote="payn" data-source="post: 9262970" data-attributes="member: 90374"><p>It really isnt. I think players should consider this for their GMs too. The ideal state is a satisfying end for both. I think clear communication from beginning to end helps deliver that outcome. </p><p></p><p>Less focus on a penultimate fight and more focus on payoff for all the work the players did throughout the campaign. As corny as it sounds, it's about the journey, not the destination. </p><p></p><p>I completed 5 APs as a GM during the PF1 era. (didnt complete a good number of them as a player). We got into a groove where completing the adventure was satisfying by getting through it. The unsatisfying part was usually high level feeling a bit long in the tooth and folks anxious to start a new PC in a new adventure. It took a lot of work on my part to adapt the APs to the players and their interests. </p><p></p><p>In games where they failed to complete it was usually a combination of system burnout, dislike of high level, and/or the GM trying to run the adventure page for page. Low energy and enthusiasm shows at the table and has a cascading effect on the satisfaction of not just the ending, but the entire campaign. I fully understand how difficult it is to manage the ups and downs of that. I just got an iron will when it comes to campaign play I guess.</p></blockquote><p></p>
[QUOTE="payn, post: 9262970, member: 90374"] It really isnt. I think players should consider this for their GMs too. The ideal state is a satisfying end for both. I think clear communication from beginning to end helps deliver that outcome. Less focus on a penultimate fight and more focus on payoff for all the work the players did throughout the campaign. As corny as it sounds, it's about the journey, not the destination. I completed 5 APs as a GM during the PF1 era. (didnt complete a good number of them as a player). We got into a groove where completing the adventure was satisfying by getting through it. The unsatisfying part was usually high level feeling a bit long in the tooth and folks anxious to start a new PC in a new adventure. It took a lot of work on my part to adapt the APs to the players and their interests. In games where they failed to complete it was usually a combination of system burnout, dislike of high level, and/or the GM trying to run the adventure page for page. Low energy and enthusiasm shows at the table and has a cascading effect on the satisfaction of not just the ending, but the entire campaign. I fully understand how difficult it is to manage the ups and downs of that. I just got an iron will when it comes to campaign play I guess. [/QUOTE]
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