RangerWickett
Legend
I finished my campaign last night. It's . . . difficult to end a game. Not in any sort of "having a hard time letting go" sense, but simply that it's hard to make an ending work in-game.
The previous session (detailed here) was the climax, and everyone enjoyed it. Hell, a lot of folks on these boards were entertained by it too, so I was thrilled. Only one player was a little disappointed, and that was just because he didn't get do much that was helpful in the climax, but he still was entertained by it.
Last night was supposed to be us wrapping up the last few plot threads. We didn't have time to roleplay through all of it, so we ended up going into round-robin synopsis mode, with me saying the major stuff, and them chiming in on what they did. No rolling required, just reasoned and fair storytelling.
The group previously had worked with a group called the Bureau, which is similar to the setting's 'Men in Black.' They had found the Bureau to be incompetent (more a result of me not being as ruthless as I should have been, rather than the Bureau actually being incompetent). The Bureau should have offered to work with them to help put things right, but I as GM was a little irritated that the group had never respected them, and so I had the Bureau tell them to keep a low profile and stay out of trouble. Even though the group had saved the day, they hadn't earned the right to be outside the law.
The party laughed at the Bureau and went on with the resolution, glad to be rid of them.
One character got the happy ending he wanted. Another resolved the plot that had gotten him into the group in the first place, and then like a knight errant he set out on the next adventure. One character had the burden of being a hero taken off his shoulders, since his powers were taken from him, and he went on to live a mostly happy life.
One player wasn't there, and wouldn't be back for over a month, so since she had already accomplished what she wanted, there wasn't much to do for her. She survived, and we said she went on a journey for the aid of a lost friend.
Then there were the last two characters, and this is where I screwed up. One of them was a vigilante, a man who had often strayed close to villainy, and the other was a good man who saw the world as corrupt, and who wanted to overthrow the government (this guy, Rob, was the one who felt that he had not accomplished much in the climax).
The vigilante was killed by an enemy the party had never dealt with, and Rob was arrested by the Men in Black, as they had warned him. His memory was erased, his magical powers stripped of him, and he was set out to be one of the many loonies who wander the streets. Some faint memory tugged him to travel, and he wandered his way to New Orleans.
The final scene of the epilogue was the ghost of the vigilante returning on Halloween, locating Rob, and bonding with him, using his spiritual power to return Rob's memory. Together, the two set out to bring down the Bureau.
I just didn't like that final part. I stayed up for an hour or more, lying in bed, thinking of how I should have done things differently. After how good the game was, I was disappointed at the very end of the ending. Everything before that I was happy with. I don't know if it's just that I didn't want the Bureau to be bad guys, and I was pissed that the players wanted to destroy them, or if perhaps I feel bad that I kind of gave them an unhappy ending.
But the players seemed to enjoy the ending.
What would I have done differently if I'd had taken more time to think about it? I'm a bit conflicted. Half of me thinks I should have let the PCs win entirely. Rob, who wanted to overthrow the government, would be arrested, mind-altered, have his magic taken, and then turned over to the government for trial and execution. But his message would have carried on, and the people he wanted out of power would have been ousted. The vigilante would have gone to New Orleans on Halloween because he's supposed to, which was where the old villain would have tried to kill him, but the vigilante could have gotten the drop on the guy and defeated him.
But the other half of me wanted to make the Bureau competent at the end, arresting and keeping imprisoned Rob, the vigilante, and another PC who were basically criminals. I could have ended with the final note of them getting a special day pass to New Orleans, to see a Michael Jackson concert (which, if you'd read the climax post, would make sense).
I dunno. I guess it's too late to change what happened in the game, but I regret not getting it the way I wanted it the first time. It seemed to satisfy the players, if not thrill them. Maybe next time I should just confer with the group and we could collaborate on an ending, which I could write a synopsis of.
How should one end a campaign?
The previous session (detailed here) was the climax, and everyone enjoyed it. Hell, a lot of folks on these boards were entertained by it too, so I was thrilled. Only one player was a little disappointed, and that was just because he didn't get do much that was helpful in the climax, but he still was entertained by it.
Last night was supposed to be us wrapping up the last few plot threads. We didn't have time to roleplay through all of it, so we ended up going into round-robin synopsis mode, with me saying the major stuff, and them chiming in on what they did. No rolling required, just reasoned and fair storytelling.
The group previously had worked with a group called the Bureau, which is similar to the setting's 'Men in Black.' They had found the Bureau to be incompetent (more a result of me not being as ruthless as I should have been, rather than the Bureau actually being incompetent). The Bureau should have offered to work with them to help put things right, but I as GM was a little irritated that the group had never respected them, and so I had the Bureau tell them to keep a low profile and stay out of trouble. Even though the group had saved the day, they hadn't earned the right to be outside the law.
The party laughed at the Bureau and went on with the resolution, glad to be rid of them.
One character got the happy ending he wanted. Another resolved the plot that had gotten him into the group in the first place, and then like a knight errant he set out on the next adventure. One character had the burden of being a hero taken off his shoulders, since his powers were taken from him, and he went on to live a mostly happy life.
One player wasn't there, and wouldn't be back for over a month, so since she had already accomplished what she wanted, there wasn't much to do for her. She survived, and we said she went on a journey for the aid of a lost friend.
Then there were the last two characters, and this is where I screwed up. One of them was a vigilante, a man who had often strayed close to villainy, and the other was a good man who saw the world as corrupt, and who wanted to overthrow the government (this guy, Rob, was the one who felt that he had not accomplished much in the climax).
The vigilante was killed by an enemy the party had never dealt with, and Rob was arrested by the Men in Black, as they had warned him. His memory was erased, his magical powers stripped of him, and he was set out to be one of the many loonies who wander the streets. Some faint memory tugged him to travel, and he wandered his way to New Orleans.
The final scene of the epilogue was the ghost of the vigilante returning on Halloween, locating Rob, and bonding with him, using his spiritual power to return Rob's memory. Together, the two set out to bring down the Bureau.
I just didn't like that final part. I stayed up for an hour or more, lying in bed, thinking of how I should have done things differently. After how good the game was, I was disappointed at the very end of the ending. Everything before that I was happy with. I don't know if it's just that I didn't want the Bureau to be bad guys, and I was pissed that the players wanted to destroy them, or if perhaps I feel bad that I kind of gave them an unhappy ending.
But the players seemed to enjoy the ending.
What would I have done differently if I'd had taken more time to think about it? I'm a bit conflicted. Half of me thinks I should have let the PCs win entirely. Rob, who wanted to overthrow the government, would be arrested, mind-altered, have his magic taken, and then turned over to the government for trial and execution. But his message would have carried on, and the people he wanted out of power would have been ousted. The vigilante would have gone to New Orleans on Halloween because he's supposed to, which was where the old villain would have tried to kill him, but the vigilante could have gotten the drop on the guy and defeated him.
But the other half of me wanted to make the Bureau competent at the end, arresting and keeping imprisoned Rob, the vigilante, and another PC who were basically criminals. I could have ended with the final note of them getting a special day pass to New Orleans, to see a Michael Jackson concert (which, if you'd read the climax post, would make sense).
I dunno. I guess it's too late to change what happened in the game, but I regret not getting it the way I wanted it the first time. It seemed to satisfy the players, if not thrill them. Maybe next time I should just confer with the group and we could collaborate on an ending, which I could write a synopsis of.
How should one end a campaign?