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Finishing A Campaign - Thoughts?
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<blockquote data-quote="Psion" data-source="post: 2402104" data-attributes="member: 172"><p>To quote Kirk:</p><p><em>Kirk: I take it the odds are against us and the situation is grim. </em></p><p><em>Picard: You could say that. </em></p><p><em>Kirk: You know, if Spock were here, he'd say that I was an irrational, illogical human being by taking on a mission like that. Sounds like fun!</em></p><p></p><p></p><p></p><p>Good lord. I feel very ill at ease giving you, of all people, campaign advice. Ever since you related the bit about bringing back the PCs as undead head, you've been the benchmark for freshness and originality in campaigning.</p><p></p><p>Well I will say this. A year or two ago I ended what I now consider one of the best campaigns I ever had. It was such a hit that my players would ask me to play extra sessions. I never had to worry about absentees.</p><p></p><p>My biggest mistake was re-opening that campaign once we found closure. So that's my first caution.</p><p></p><p>Anyway, listening to you describe your campaign above, here are my quick thoughts.</p><p></p><p>First off, I know that your campaign can be very unforgiving. Nevertheless, if you didn't give me a chance to save the world, I think I'd have to throttle you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Of course, save the world can have different meanings here. It could be a phyrric victory, engineering an escape to another dimension.</p><p></p><p>If they do save the world, it seems to me with a tone as grim as I have seen you depict, I would not let it be "and they live hapily ever after" ending. I am reminded of the ending of Final Fantasy VII. Yeah, they save the world, and the "PCs" made it possible. But the solution was not pretty. That sounds like it would fit the tone of your game.</p><p></p><p>My main campaign world was the product of something like the above mentioned "escape to another world." The world devolved into an apocalyptic war; the only hope for the free peoples was to flee to a new land. OF course, this was an excuse to scrap my world but keep the same major characters and deities, but it worked admirably as a campaign defining characteristic. The aforementioned campaign that the players loved occured in large part on that selfsame world I had devatstated... locked in a magical ice age, with desperate people and strange circumstances. My players expressed a great enjoyment for playing in that setting, but it was just created by me following a grim situation to its logical conclusion.</p><p></p><p>Heck, who knows. Perhaps your next campaign could be in the remnants of the world that is about to be torn apart, but life was only made possible by the actions of a few brave souls in the last world.</p></blockquote><p></p>
[QUOTE="Psion, post: 2402104, member: 172"] To quote Kirk: [i]Kirk: I take it the odds are against us and the situation is grim. Picard: You could say that. Kirk: You know, if Spock were here, he'd say that I was an irrational, illogical human being by taking on a mission like that. Sounds like fun![/i] Good lord. I feel very ill at ease giving you, of all people, campaign advice. Ever since you related the bit about bringing back the PCs as undead head, you've been the benchmark for freshness and originality in campaigning. Well I will say this. A year or two ago I ended what I now consider one of the best campaigns I ever had. It was such a hit that my players would ask me to play extra sessions. I never had to worry about absentees. My biggest mistake was re-opening that campaign once we found closure. So that's my first caution. Anyway, listening to you describe your campaign above, here are my quick thoughts. First off, I know that your campaign can be very unforgiving. Nevertheless, if you didn't give me a chance to save the world, I think I'd have to throttle you. ;) Of course, save the world can have different meanings here. It could be a phyrric victory, engineering an escape to another dimension. If they do save the world, it seems to me with a tone as grim as I have seen you depict, I would not let it be "and they live hapily ever after" ending. I am reminded of the ending of Final Fantasy VII. Yeah, they save the world, and the "PCs" made it possible. But the solution was not pretty. That sounds like it would fit the tone of your game. My main campaign world was the product of something like the above mentioned "escape to another world." The world devolved into an apocalyptic war; the only hope for the free peoples was to flee to a new land. OF course, this was an excuse to scrap my world but keep the same major characters and deities, but it worked admirably as a campaign defining characteristic. The aforementioned campaign that the players loved occured in large part on that selfsame world I had devatstated... locked in a magical ice age, with desperate people and strange circumstances. My players expressed a great enjoyment for playing in that setting, but it was just created by me following a grim situation to its logical conclusion. Heck, who knows. Perhaps your next campaign could be in the remnants of the world that is about to be torn apart, but life was only made possible by the actions of a few brave souls in the last world. [/QUOTE]
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