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Tell me about your best (and worst) campaign endings
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<blockquote data-quote="scourger" data-source="post: 3763092" data-attributes="member: 12328"><p><strong>The best</strong> campaign ending I ever DMed was <em>Omega World d20</em> using <em>Alternity Gamma World</em> adventures. The setting was great, the rules fantastic and the story compelling (literally drawn from reading the book from cover to cover). The heroes explored the area, learned the secrets of the Ancients, and saved their village. They did not prevent the androids from unleashing the atomic power of the ancients, and much was destroyed; but it was a great ending nonetheless. </p><p></p><p>A close <strong>runner-up</strong> is <em>Tour of Darkness</em> for <em>Savage Worlds</em>. The hero soldiers finally wound up with a team of men in black at a Cambodian pyramid taking out an alien queen who had defeated the dragon who came there to end the otherworldy threat. Literally the last shot from the last ray gun stopped the queen from fleeing into the jungle. The whole set up harkened back to a dream prophesy that they received from an elephant man in one of their horrific patrols in the jungle. They never figured out the vampire threat in Saigon, although they fought several vampires. The players really bought into the game, which was nice. They do not, however, want to reprise the game or their characters, which is the only reason it's a runner-up. </p><p></p><p><strong>Honorable mention</strong> to a fun little <em>Spellslinger d20</em> game that I ran with several modified adventures from <em>Dungeon</em>. It was a treasure map quest, but the map was a McGuffin since they would never be able to get to the emerald mine after all. It ended abruptly because I ran all the adventures I had planned for it. </p><p></p><p><strong>The worst</strong> campaign ending I ever DMed was my <em>Rifts</em> Coalition Soldiers Campaign. The rules had morphed to <em>DragonStar d20</em> and then to <em>Omega World d20</em>, which I thought were vast improvements each time. The players apparently did not agree because the last night only one player was there--at his house. Even his roommate ditched. The one guy wisely decided not to go it alone and to spend the night with his girlfriend instead. I was hurt and stopped DMing for the group for a year. Ironically, some of my best sessions and my best story came out of that game.</p><p></p><p><strong>As a player</strong>, the best campaign ending was a 10-year conclusion to a <em>Gamma World</em> module, <em>Legion of Gold</em>. It started as a modified <em>Rifts</em> game but ended with <em>Omega World d20</em> rules. I liked it so much I bought the module but haven't read it just in case it comes back even though the DM says it isn't. </p><p></p><p><strong>As a player</strong>, the worst campaign ending was one in which we were playing an old <em>D&D</em> module converted to d20. I'll spare the specifics. The broad strokes were that my character died partially due to the cowardice of the others, the DM didn't like the way I played the NPC that I took over, my PC was reincarnated in an unsatisfactory way, the party only achieved a couple of the plot points, the DM gave us an "out" of the final battle we did play and then declared that he didn't want to finish the module. I would have preferred it just fade away like so many others.</p></blockquote><p></p>
[QUOTE="scourger, post: 3763092, member: 12328"] [B]The best[/B] campaign ending I ever DMed was [I]Omega World d20[/I] using [I]Alternity Gamma World[/I] adventures. The setting was great, the rules fantastic and the story compelling (literally drawn from reading the book from cover to cover). The heroes explored the area, learned the secrets of the Ancients, and saved their village. They did not prevent the androids from unleashing the atomic power of the ancients, and much was destroyed; but it was a great ending nonetheless. A close [B]runner-up[/B] is [I]Tour of Darkness[/I] for [I]Savage Worlds[/I]. The hero soldiers finally wound up with a team of men in black at a Cambodian pyramid taking out an alien queen who had defeated the dragon who came there to end the otherworldy threat. Literally the last shot from the last ray gun stopped the queen from fleeing into the jungle. The whole set up harkened back to a dream prophesy that they received from an elephant man in one of their horrific patrols in the jungle. They never figured out the vampire threat in Saigon, although they fought several vampires. The players really bought into the game, which was nice. They do not, however, want to reprise the game or their characters, which is the only reason it's a runner-up. [B]Honorable mention[/B] to a fun little [I]Spellslinger d20[/I] game that I ran with several modified adventures from [I]Dungeon[/I]. It was a treasure map quest, but the map was a McGuffin since they would never be able to get to the emerald mine after all. It ended abruptly because I ran all the adventures I had planned for it. [B]The worst[/B] campaign ending I ever DMed was my [I]Rifts[/I] Coalition Soldiers Campaign. The rules had morphed to [I]DragonStar d20[/I] and then to [I]Omega World d20[/I], which I thought were vast improvements each time. The players apparently did not agree because the last night only one player was there--at his house. Even his roommate ditched. The one guy wisely decided not to go it alone and to spend the night with his girlfriend instead. I was hurt and stopped DMing for the group for a year. Ironically, some of my best sessions and my best story came out of that game. [B]As a player[/B], the best campaign ending was a 10-year conclusion to a [I]Gamma World[/I] module, [I]Legion of Gold[/I]. It started as a modified [I]Rifts[/I] game but ended with [I]Omega World d20[/I] rules. I liked it so much I bought the module but haven't read it just in case it comes back even though the DM says it isn't. [B]As a player[/B], the worst campaign ending was one in which we were playing an old [I]D&D[/I] module converted to d20. I'll spare the specifics. The broad strokes were that my character died partially due to the cowardice of the others, the DM didn't like the way I played the NPC that I took over, my PC was reincarnated in an unsatisfactory way, the party only achieved a couple of the plot points, the DM gave us an "out" of the final battle we did play and then declared that he didn't want to finish the module. I would have preferred it just fade away like so many others. [/QUOTE]
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