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Finishing A Campaign - Thoughts?
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<blockquote data-quote="Ravilah" data-source="post: 2402137" data-attributes="member: 19724"><p>I have been DM for two different campaigns that have both come to a successful close. The most recent one ended a few months ago, and the players were generally happy (They found the Eye of Krark, fooled Sauravirthos the immensely powerful green dragon, and destroyed the Cup of Tentacles thereby averting the return of an evil demigod). The PCs saved the world, had their names cleared of false accusations, garnered fame and cool trinkets, and went their separate ways to fight evil and deal with some personal issues (revenging himself on his wicked father, starting his own monestary, finding his lost love, etc). We had played for only a year or so, but it felt like longer.</p><p></p><p>The other campaign was about three years ago. It all started with a simple game between just me and my roommate (one on one roleplay), but my not-yet girlfriend joined us later. We really go into this game because all the characters were family (the whole first year of the game was locating all their scattered syblings and bringing them together to defeat their evil cousins and half-fiend aunt. </p><p></p><p>At one point, I, as the DM, was playing five NPCs and six villians! </p><p></p><p>The second year was all about locating the lost Called of Celia (three mysterious beings who had been defeated and locked away after their attempt to defeat a demon lord). In this half, the PC became major world-shakers, almost on accident. They deposed the Sultan of Uzor and placed a new King on his throne, destroyed a countryside of Psionic Halfing slavers, discovered the Harp of Taliesin (a major artifact), ended a war and averted several others, slew Madame Sorticia (a major figure in the criminal underworld of Carceri), cleared out a secret citidel hidden on the fifth level of Hell and killed their blackgaurd leader, beheld Tiamat (from a distance, mind you), freed the Called of Celia thereby allowing a whole level of the Abyss to be destroyed, and recieved a boon from Bahamut the god of dragons. </p><p></p><p>They ended the campaign as self-made kings of a new country (the one no longer filled with psionic halfings), and one of the PCs was invited by the Celestials to become an immortal champion for the forces of Good. Nice.</p><p></p><p>I developed one campaign world for both of these campaigns (there are 9 material planes, so there's lots of room to explore) and it big enough and versitile enough to use again and again (so I never have to "say goodbye" to it.) We still talk about the old campaigns though, like refering to a well-loved TV show.</p><p></p><p>By the way, are your players the type that want realistic adventure with gradual, hard earned gain--or would they more enjoy any means by which they can become powerful and kill royal butt?</p></blockquote><p></p>
[QUOTE="Ravilah, post: 2402137, member: 19724"] I have been DM for two different campaigns that have both come to a successful close. The most recent one ended a few months ago, and the players were generally happy (They found the Eye of Krark, fooled Sauravirthos the immensely powerful green dragon, and destroyed the Cup of Tentacles thereby averting the return of an evil demigod). The PCs saved the world, had their names cleared of false accusations, garnered fame and cool trinkets, and went their separate ways to fight evil and deal with some personal issues (revenging himself on his wicked father, starting his own monestary, finding his lost love, etc). We had played for only a year or so, but it felt like longer. The other campaign was about three years ago. It all started with a simple game between just me and my roommate (one on one roleplay), but my not-yet girlfriend joined us later. We really go into this game because all the characters were family (the whole first year of the game was locating all their scattered syblings and bringing them together to defeat their evil cousins and half-fiend aunt. At one point, I, as the DM, was playing five NPCs and six villians! The second year was all about locating the lost Called of Celia (three mysterious beings who had been defeated and locked away after their attempt to defeat a demon lord). In this half, the PC became major world-shakers, almost on accident. They deposed the Sultan of Uzor and placed a new King on his throne, destroyed a countryside of Psionic Halfing slavers, discovered the Harp of Taliesin (a major artifact), ended a war and averted several others, slew Madame Sorticia (a major figure in the criminal underworld of Carceri), cleared out a secret citidel hidden on the fifth level of Hell and killed their blackgaurd leader, beheld Tiamat (from a distance, mind you), freed the Called of Celia thereby allowing a whole level of the Abyss to be destroyed, and recieved a boon from Bahamut the god of dragons. They ended the campaign as self-made kings of a new country (the one no longer filled with psionic halfings), and one of the PCs was invited by the Celestials to become an immortal champion for the forces of Good. Nice. I developed one campaign world for both of these campaigns (there are 9 material planes, so there's lots of room to explore) and it big enough and versitile enough to use again and again (so I never have to "say goodbye" to it.) We still talk about the old campaigns though, like refering to a well-loved TV show. By the way, are your players the type that want realistic adventure with gradual, hard earned gain--or would they more enjoy any means by which they can become powerful and kill royal butt? [/QUOTE]
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