
RangerWickett said:He raised his sword for the killing blow, and the demon looked up with a dying smile, saying, "The murder of thousands pales to the pleasure of making one man destroy himself."
Rhuarc killed her, and that's where we ended the game.
Piratecat said:Anyone have lessons to share from ending a long campaign? Good stuff, bad stuff, things you wish you had handled differently? What really worked well?
Prism said:Total shock ending. The DM had never done anything like this before. Something had changed in that last week out of game time. If this ending had been planned for ,it wouldn't have worked but quite clearly it wasn't. Kept us talking about it for a couple of years before the real truth came out
Crothian said:I had a 8 year Rifts that when it ended it was nice, but it seemed to end flat. I couldn't place my finger on it till I ended a long running D&D campaign and we had an epilog. The players really loved to hear what was happening to their characters and they liked it even more when the next campaign used the same world and built on the previous one.
I've given the PCs a couple of tools to find out more information. The first is a book, a relic written by an angel; the book is a history of religion on the planet, and while it does take a while to look things up in it, it doubles the number of ranks of knowledge (religion) or knowledge (history) a person has. A PC took 20 in order to research several aspects of his own church, and with 25 ranks he got a 72. That kind of crazy high result gives you access to lots of secret history of the church that no one else alive today knows, including scandalous details that the church hierarchy thought buried. It's hard to think of a better tool for destroying long-standing myths and shaking up the religious hierarchy in the campaign, if someone wanted to do so.Olaf the Stout said:As for "telling all the sneaky stuff, and laying certain peoples' backstories and motivations bare for scrutiny by the PCs", how are you actually doing this? I'm interested in how you are going about it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.