Dr Midnight
Explorer
My 1st ---> 20th level current D&D campaign is now beginning to slide down the hill towards the end. The party is 14th level, and it's time to give some serious thought to how to wrap up plot threads and loose ends. I've got to look at a dozen story arcs and start figuring out the correct windows for them to come out of orbit through, if you follow me.
This is hard.
The great thing about starting a campaign is that you can just throw anything into the mix and see where it lands. Some archfoe lived through the last encounter? Hey, great, he'll trouble them again at some point. There's something sinister about a PC's past? No problem, just hint at it now and then.
Now, though, I'm having real difficulty looking at the campaign from far back and trying to figure out what needs closure, and how to do it. I'm finding as I do it, it's tougher and tougher to incorporate into the modules... and besides, there's a great dearth of modules at this level of gameplay. My last choice has been a stinker, and the campaign and story hour has been suffering for it. My readership has dropped by... oh... twenty billion-hundred and three.
I'm trying to juggle several things to bring an end to everything, and I'm realizing that the effort has sterilized gameplay and story hour alike. I'm going to need to put twice the effort into the campaign just to keep it from SUCKING quite as much while I bring a satisfactory ending to the major story arcs.
Plus, I've got six more PC levels to do this through. Man, I need a DM assistant. I need a little guy to stand next to me with a legal pad jotting down things I need done.
Has anyone run into this problem? Can anyone tell me where I saw that breakdown of how to wrap up story arcs... was it in DRAGON, or was it a thread on here?
To my credit, I got Johnathan Richards, module author for DUNGEON, to write the ending module for the campaign. Isn't that just damnably cool? He's planning to submit it, so assuming it's accepted, there'll be a 20th level DUNGEON adventure based upon my campaign.
My pledge: I swear to do better. I promise that just as soon as this module is over, we'll be back to the good stuff. I will pick better modules, and better tailor them to suit the needs of the story arcs.
This is hard.
The great thing about starting a campaign is that you can just throw anything into the mix and see where it lands. Some archfoe lived through the last encounter? Hey, great, he'll trouble them again at some point. There's something sinister about a PC's past? No problem, just hint at it now and then.
Now, though, I'm having real difficulty looking at the campaign from far back and trying to figure out what needs closure, and how to do it. I'm finding as I do it, it's tougher and tougher to incorporate into the modules... and besides, there's a great dearth of modules at this level of gameplay. My last choice has been a stinker, and the campaign and story hour has been suffering for it. My readership has dropped by... oh... twenty billion-hundred and three.
I'm trying to juggle several things to bring an end to everything, and I'm realizing that the effort has sterilized gameplay and story hour alike. I'm going to need to put twice the effort into the campaign just to keep it from SUCKING quite as much while I bring a satisfactory ending to the major story arcs.
Plus, I've got six more PC levels to do this through. Man, I need a DM assistant. I need a little guy to stand next to me with a legal pad jotting down things I need done.
Has anyone run into this problem? Can anyone tell me where I saw that breakdown of how to wrap up story arcs... was it in DRAGON, or was it a thread on here?
To my credit, I got Johnathan Richards, module author for DUNGEON, to write the ending module for the campaign. Isn't that just damnably cool? He's planning to submit it, so assuming it's accepted, there'll be a 20th level DUNGEON adventure based upon my campaign.
My pledge: I swear to do better. I promise that just as soon as this module is over, we'll be back to the good stuff. I will pick better modules, and better tailor them to suit the needs of the story arcs.