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How to End A Campaign with No BBEG?

Aeradom

First Post
As I've already posted, I'm working up a fantasy tabletop game set in Ancient Rome. I've settled on a date a round 100 BC where the Republic is in it's waning years to be sure, but it isn't exactly in decline as of yet. Magic, as well as exotic creatures, are just now starting to slip into the world but intermittently. To the point that while it is common rumors of strange creatures and events, most people could go their whole lives and not see such fantastical things. The campaign will begin with the local governor (or mayor, haven't decided which) looking for someone to deal with some of the nuisances that are developing as a result. The players will complete a few encounters and after around the second or third game, :):):):) hits the fan. A massive explosion rocks the region from somewhere in the east, and the Party is sent to investigate. What they will eventually discover is that a portal was opened and approximately 20,000 elves (or orcs, haven't decided which yet) were brought over from the other side. In the coming games, there will be attempts to make contact with the new arrivals, but things will be tense as this new group are pillaging the countryside, desperate to feed themselves and (unbeknownst to the players) their families. Eventually, Rome will have to meet this group in force and legion will be summoned to deal with the crisis... one way or the other.

Now, what I'm not so sure is how the game should resolve. I'd like to give the players the option to aid the unwelcomes refugees, or to side with the Romans (all depending on what happens during the course of the game) and I'd like to leave open the possibility of a peaceful compromise. My question though, is how to go about accomplishing this in a way that will bring a satisfactory conclusion as optimially (at least for me if I was player) there would be no end-game battle.
 

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..The newcomers could ally with the Germanic tribes in their struggles against Roman expansionism.

...Or the Romans could employ the newcomers as mercenary soldiers against the tribes in exchange for food and border territories.
 

I think you should hold off thinking about the end before the game has even started. I know as a player, I wouldn't like to feel that the end of the campaign was already established before we did anything.
 

..The newcomers could ally with the Germanic tribes in their struggles against Roman expansionism.

...Or the Romans could employ the newcomers as mercenary soldiers against the tribes in exchange for food and border territories.

I think you should hold off thinking about the end before the game has even started. I know as a player, I wouldn't like to feel that the end of the campaign was already established before we did anything.

There's been a bit of a misunderstanding as to what I was asking. I'm not saying that game has one set ending, or asking what the endings should be, but how to bring about a satisfying conclusion. I fully intended to allow the players freedom as to how the game drew to a conclusion with three basic endings of Roman victory, Elven/Orc Victory, or Peace between the two. It was more about how to give the players a satisfying conclusion if there isn't a BBEG or if there should be. Come to think about it now, I think I'll probably work up scenarios during the campaign where there will come a point when the two faction leaders meet up at which point it would be decision time. If they have earned the trust of the two factions, they can attempt a peaceful compromise. Depending on how well they've accomplished their goals, it could be easier. If all else fails, they'll have to make a choice as to whom to side with and I guess have the fight then. Or they could make the decision before then I suppose as well, all depending.
 

There's been a bit of a misunderstanding as to what I was asking. I'm not saying that game has one set ending, or asking what the endings should be, but how to bring about a satisfying conclusion.
One word: resolution. Each character has personal and global conflicts, and once they're all resolved, you have a happy ending. Those conflicts do not need to include fighting, but if the majority of conflicts are combat-based, then your climax scene will probably be more fulfilling as a battle. If you have a good variety of conflicts, or gradually build the tension of one type of conflict (barbarian hot dog eating contests, anyone?), then you don't need a BBEG because the players aren't revved up for war.
 

A grande final must, almost by definition, involve the resolution of a large conflict.

It doesn't have to be armed conflict though -- it could be political, social, scientific.

In your game a possible ending might be to resolve a conflict that could turn combative -- it seems that a strong possibility might be that the party would need to stop war breaking out. I can easily imagine a very dramatic ending where the Roman army starts to march on the enemy positions, who are in turn gearing up for conflict. It will take three days for the two to meet; your party has that much time to [INSERT GOAL HERE] before the fragile peace is destroyed

Sample goals:

* Convince the star-crossed lovers that they must defy their leader parents and declare their love and resolve not to fight.
* Plead with the gods to intervene
* Lie, chart, bribe and intimidate the roman merchants into dropping support for the war effort.
* Find the lost/stolen artifact that is at the root of the conflict
* Bring scientific proof that both humans and non-humans have souls and are derived from the same (revered) ancestors
 

Villains don't have to be Evil, or even people. Step one is to release the idea of needing boss fights. End with a pseudo medieval version of the United Nations?
 

Signing of a peace treaty or a dynastic marriage between factions are both good peaceful endings to a campaign. But I'll echo the advice to play and see what happens.

BTW I think Neutral elves with a superiority complex would make for a more interesting campaign than orcs, especially as they may seek to use humans instrumentally vs other humans.
 

It probably isn't good to have a set in stone ending, but rather to understand what sort of feeling you want players to experience at the end of the game.

A satisfying ending is one that gives players the chance to see the fruits of their labor. It should be a result of everything they have done and an opportunity to use all of the skills and connections they have amassed.

If your players spend all their time fighting then end with a fight that tests and rewards their skills. If they spend a lot of time focusing on the narrative and specific characters or relationships then the ending should be focused on those aspects.

Just let the ending define itself over time. You can't force players to enjoy one ending, but if you let them build an ending then they will probably love every minute of it.
 

BTW I think Neutral elves with a superiority complex would make for a more interesting campaign than orcs, especially as they may seek to use humans instrumentally vs other humans.
This made me think. (S'mon's posts do that.)

Try to look at D&D Elves and Orcs through the lenses of the predominant mythologies of the day. Romans (and Greeks) might see Elves as nature spirits akin to nymphs. Teutonic tribes on the Empire's Northern/Western fronts might see Orcs as smaller kin of jotuns...and their presence in the world as a harbinger of Ragnarok. Those in the East, like Zoroastrian Parthians might see elves as Ahura Mazda's Amesha Spentas or Yazatas, and orcs as agents of Angra Mainyu. Buddhist Parthians could see them any number of ways. Mithraic Romans and Parthians? Well, THAT faith is so shrouded in mystery, you could have fun with it. Hindus and members of other faiths (represented more by travelers, merchants, mercenaries and other adventurers) would probably not be as big of a deal unless a player brings them up.

IOW, misunderstandings will abound. Which ones predominate will definitely shape the campaign.
 
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