So why do the plots need to destroy everything eventually?
When the whole world/universe is at stake, its basically a given that the PCs will win.
The end of the world, after all, would also be the end of the campaign.
Honestly? I don't believe you. It sounds good and tough to say things like that, but DMs who actually say "sorry, you picked up the FAKE MacGuffin of Doom, not the real one. World blows up. New campaign?" tend not to stay DMs for very long.Not in my game, it isn't. They only narrowly missed allowing the world to be destroyed once already, and don't even know it.
Yeah, and? My campaigns have a beginning, a middle, and an end. I new when I started there'd be an end. There is no, "I can't let them lose, because then it would *end*!" When it ends, we move on to another game, is all.
In most fiction of today, books, films, movies, video games and also RPG stories/adventure paths it, in the end, always comes down to you or the group saving the world.
Honestly? I don't believe you.
It sounds good and tough to say things like that, but DMs who actually say "sorry, you picked up the FAKE MacGuffin of Doom, not the real one. World blows up. New campaign?" tend not to stay DMs for very long.
Honestly? I don't believe you. It sounds good and tough to say things like that, but DMs who actually say "sorry, you picked up the FAKE MacGuffin of Doom, not the real one. World blows up. New campaign?" tend not to stay DMs for very long.
I have run a variety of stories centered around bringing about the end of the world, as a sort of Ragnarok-like battle of the dragons and gods is inherent to my campaign setting. To me, that adds a different feel, and of particular importance it establishes the experience of living in the world as finite. That's different than saving the world and going back to the status quo; "reset button" narratives I think might be part of the predictability you're talking about.So I want to know what type of stories do you run? "Save the World" stories? Or something else (what exactly?). And how did that work out for you?
Really? Tell that to Nik Wallenda.Plus, "you made one mistake, complete fail" is poor design for pretty much any scope of action.
So why do the plots need to destroy everything eventually?