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Story Hour
Sagiro's Story Hour: Now That It's Over
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<blockquote data-quote="RangerWickett" data-source="post: 6784831" data-attributes="member: 63"><p>What lessons and takeaways do you have for 'final encounters'?</p><p></p><p>I have this on my mind as I near my own ridiculously epic-level climax for the ZEITGEIST campaign I'm writing for publication. In particular, there's a natural tendency in an epic fantasy narrative to have it all come down to one final battle. Did your players feel content with that, having a comparably 'intimate' climax considering that the campaign had spanned the whole world? Would you do anything differently if you could compose it again? Or actually, since you really are rewriting it, what are you changing?</p><p></p><p>In my case, I've also had a campaign that spanned the whole world, hopped into an underworld, and then came back to where it started. I'm trying to figure out how to tie in all the world-wide events, show actual stakes, and have heightened tension that things are <em>this</em> close to doomsday if they fail. But I also don't want to worry about overly complicated mechanics for, like, directing the actions of nations. You had the Crosser's Maze providing glimpses of global events. Do you think that worked? I worry about 'cut scenes' and 'boxed text' taking focus away from the PCs' own stories. I suppose as long as the vignettes presented somehow showcase the change the party wrought on the world, it's like they're still there in spirit.</p><p></p><p>Oh, and in general, how are things going?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 6784831, member: 63"] What lessons and takeaways do you have for 'final encounters'? I have this on my mind as I near my own ridiculously epic-level climax for the ZEITGEIST campaign I'm writing for publication. In particular, there's a natural tendency in an epic fantasy narrative to have it all come down to one final battle. Did your players feel content with that, having a comparably 'intimate' climax considering that the campaign had spanned the whole world? Would you do anything differently if you could compose it again? Or actually, since you really are rewriting it, what are you changing? In my case, I've also had a campaign that spanned the whole world, hopped into an underworld, and then came back to where it started. I'm trying to figure out how to tie in all the world-wide events, show actual stakes, and have heightened tension that things are [i]this[/i] close to doomsday if they fail. But I also don't want to worry about overly complicated mechanics for, like, directing the actions of nations. You had the Crosser's Maze providing glimpses of global events. Do you think that worked? I worry about 'cut scenes' and 'boxed text' taking focus away from the PCs' own stories. I suppose as long as the vignettes presented somehow showcase the change the party wrought on the world, it's like they're still there in spirit. Oh, and in general, how are things going? [/QUOTE]
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