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<blockquote data-quote="Umbra" data-source="post: 1551038" data-attributes="member: 17086"><p>How do you know a campaign ends? Depends (of course).</p><p></p><p>I've run a campaign loosely based on Susan Cooper's The Dark is Rising Sequence (a great set of children's books) where the party had to find the six signs of the Light and banish the Dark forever. Probably my groups favorite so far. Ending in a bang.</p><p></p><p>I've run a campaign of adventures without a major theme/story arc that just stopped after the last adventure run simple because we moved on to something else. Ending in a whimper</p><p></p><p>I've played in the original Dragonlance games which had a clear cut end to the first 15 modules, but we then played on in Krynn for a little longer. Ending in a bang and a whimper.</p><p></p><p>I'm currently running RttToEE but my players are bored so I'm tossing up between letting die or short cutting to big finish (bang or whimper)</p></blockquote><p></p>
[QUOTE="Umbra, post: 1551038, member: 17086"] How do you know a campaign ends? Depends (of course). I've run a campaign loosely based on Susan Cooper's The Dark is Rising Sequence (a great set of children's books) where the party had to find the six signs of the Light and banish the Dark forever. Probably my groups favorite so far. Ending in a bang. I've run a campaign of adventures without a major theme/story arc that just stopped after the last adventure run simple because we moved on to something else. Ending in a whimper I've played in the original Dragonlance games which had a clear cut end to the first 15 modules, but we then played on in Krynn for a little longer. Ending in a bang and a whimper. I'm currently running RttToEE but my players are bored so I'm tossing up between letting die or short cutting to big finish (bang or whimper) [/QUOTE]
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