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General Tabletop Discussion
*TTRPGs General
How have you handled the campaign denouement?
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<blockquote data-quote="The_Warlock" data-source="post: 4441300" data-attributes="member: 21215"><p>For those who commented....thanks. Both I and my players enjoyed the finale. </p><p></p><p>As to setting it up over the long term - yes and no.</p><p></p><p>I didn't introduce the Nightmare god part of the story until almost 2 years in to the campaign.</p><p></p><p>I did have some seemingly minor houserules that only applied to the PCs from the get go (like, when they cast auguries and divination, there was no percentage chance of success, it worked, but complex questions always got riddles, but auguries never worked that way for NPCs).</p><p></p><p>I didn't really toy with the notion consciously that everything was a Nightmare until almost 8 years in. I'd certainly laid some framework, but all of it was minor and subtle things that the PCs hadn't jumped on at the time, and the World Nightmare was one way I could take it.</p><p></p><p>In the last two years, I started connecting dots, and laying out more hints, and keying in to more and more of the things the Players were mentioning as goals for their characters "if the world had been different", or "once this whole thing is over", or when they reminisced about why their characters had started adventuring or what had gone right and wrong, and the NPCs they had loved to hate. </p><p></p><p>So, keep in mind, if you are doing something that you think might have an epic ending, and you want a nice finisher at the end, you don't have to know everything up front. Laying framework for reveals as you go and seeing what interests your players certainly worked for me. And I believe in keeping things fluid with multiple possibilities until absolutely necessary, so you can tailor to your players' and your preferences as the game develops.</p></blockquote><p></p>
[QUOTE="The_Warlock, post: 4441300, member: 21215"] For those who commented....thanks. Both I and my players enjoyed the finale. As to setting it up over the long term - yes and no. I didn't introduce the Nightmare god part of the story until almost 2 years in to the campaign. I did have some seemingly minor houserules that only applied to the PCs from the get go (like, when they cast auguries and divination, there was no percentage chance of success, it worked, but complex questions always got riddles, but auguries never worked that way for NPCs). I didn't really toy with the notion consciously that everything was a Nightmare until almost 8 years in. I'd certainly laid some framework, but all of it was minor and subtle things that the PCs hadn't jumped on at the time, and the World Nightmare was one way I could take it. In the last two years, I started connecting dots, and laying out more hints, and keying in to more and more of the things the Players were mentioning as goals for their characters "if the world had been different", or "once this whole thing is over", or when they reminisced about why their characters had started adventuring or what had gone right and wrong, and the NPCs they had loved to hate. So, keep in mind, if you are doing something that you think might have an epic ending, and you want a nice finisher at the end, you don't have to know everything up front. Laying framework for reveals as you go and seeing what interests your players certainly worked for me. And I believe in keeping things fluid with multiple possibilities until absolutely necessary, so you can tailor to your players' and your preferences as the game develops. [/QUOTE]
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How have you handled the campaign denouement?
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