So how do I proceed? *My players stay out*

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Adventurer
I'm currently DMing a game in which the players are either level 13 or 14 (3 of each). There's an over-arcing storyline and, 2 levels ago, I started dropping more "less subtle" hints about what was going on. For example, they finally found out the name of the guy who had been trying to kill them since level 3 and that he was a Changeling (Eberron campaign and this explained a LOT to the PCs).

Anyway, I plan on taking the campaign to level 20 as we're having a lot of fun and I've never DMed anything this high before. The thing is, it's a long way to level 20 from here and I know what the outcome of the campaign will be.

The question is, do I put in the conclusion of the story arc in level, say, 15 or 16 and then continue with other adventures until they get to level 20 OR do I continue the story arc, giving hints along the way, until the climax occurs on the very last session of the campaign?

Which would you prefer as a player and/or as a DM?
 

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What I would do is have something ready to finish the story arc, but let the player choose when they want to deal with :):):). I'd have other plots going on as well so the players have a choice of what they want to do.
 

As both player and GM I would prefer no set outcome. By this I don't just mean "one of the player's must make a sacrifice to close the gate." I mean, the players should have a chance to prevent the gate from being opened in the first place, try ingenious methods to close it, teleport it, or otherwise ruin the GM's "best laid plans."

About your other question...

Is it more important to you (and your players) to run the story arc as smoothly and seamlessly as possible? In other words, would be be willing to end the campaign around level 16 instead of 20 if the story called for it?

In case you're having so much crazy fun that your players don't want to stop playing their same characters...First pat yourself on the back :)....then check out my post in this thread:
Ways to run a game past 20th level without epic rules
 

Funny, I'm in just about the exact same boat. 13th-14th level characters, probably going to run the campaign through 20th level.

I plan on running several smaller story arcs (4-5 sessions per arc) that will each relate to the overarching plot in their own way. I see these sessions as being an opportunity for exposition, character development, and plot advancement.

The characters all know a little about the overarching plot: The Evil Brainwashing Wizards who rule the continent are working with the Ancient Demon. Ultimately, it will be the job of Our Heroes to overthrow the Wizards and banish the Demon. All in a day's work, right? ;)

How they accomplish these goals is entirely up to them. At this high level, things like fact-finding and travel become essentially non-issues (thanks to Scrying and Teleport). This will give the PC's much more freedom in determining their own course of action.

Spider
 

Personally, here's how I run things. I would start a totally unrelated plot, and have this current plot spawn off a related plot. Then I would finish up the current plot with the Changeling, let the related plot simmer a bit, build up the unrelated plot, bring up the related plot again, finish the unrelated plot, then tie up the related plot around level 20.

If that made any sense.

By related plot, I mean something that ties back to the Changeling, but isn't just an extention of that same plot. It could be an NPC lacky of his that survives an attack of the PCs, betrays the Changeling, or something like that. It could be something he does at one point that goes out of his control, but now the PCs must handle, such as the destruction of some area, release of some creature, or something. That way it ties into their history, which keeps cohesion of story and players like it when things involve them.

Why change plots? That's more of a style thing. I know lots of people like to take one plot from beginning to end, and I did that once, but I'm a big fan of giving PCs real accomplishment during the campaign. They can conclude things any time, so long as they plan accordingly and work toward it. In other words, they don't have to wait until the end to beat the BBEG; if they're good enough they can beat him right now. So, personally, I rarely have plots go on unless the PCs have "allowed" it to happen. However, this is why I spawn off related plots, to keep cohesion, while allowing freedom of PC interaction with the world.
 

Great thread. I'm in a similar situation myself.

Personally it would seem most proper to have the biggest climax at or near the end of the campaign, say level 19-20. That;s not to say that players have to see it coming. In fact, it would be very cool to let the players think they participate in *the* climatic scene at around level 16-17, and then a number of clues point to the fact that what just happened was just a prelude to something bigger.

In my situation, its a good thing my players left a lot of loose plot threads hanging around. I can pick up a few of those and weave a second campaign that closely ties into the activities of the first. I call this the "Bilbo's funny ring" tactic. ;-)

I would recommend that you let the campaign run along on its merry way, building to a climax whenever it naturally would. Then go back and look at all of the various people, places, and things that *could* have some undefined importance to them... and make it so.

Maybe the Changeling says something before he dies. Something cryptic about that ruined temple the PCs looted back when they were just 2nd level. That starts to eat at the PCs curiosity. Or maybe the Changeling says something that only a *very* close and trusted NPC would know, someone the PCs have trusted this whole time. The PCs suddenly and frantically start to think back about what that particular NPC did and said. Maybe the Changeling is defeated in his lair, and when the PCs search it a little closer, they find out that the Changeling was just one little piece of a bigger puzzle. Maybe they find a whole series of paintings the Changeling did, *all* of them depicting a particular item that looks astonishingly similar to that weird jade mask they recovered from the goblins and then sold in the city.

Just a bunch of random ideas on how to extend the campaign to the next, bigger, and maybe surprising climax. It works best if you can tie in stuff from way back in the early days of the campaign and have an interesting twist at the end.

Good luck. Let us know how it turns out.

ironregime
 


One idea I've been toying with is this: The changeling in question has a "lackey" who is actually one of the PCs twin brother. The PCs want to kill the brother very much bad. Perhaps the "lackey" could actually be using the changeling to further his own agenda... Hmmmm.... :cool:
 

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