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What Makes a good ending to a campaign?
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<blockquote data-quote="sunbeam60" data-source="post: 631591" data-attributes="member: 6528"><p>Well, in the two campaigns I have ever helped end (one 6 year campaign as a player wizard and one 5 year campaign as DM), the endings went something like this:</p><p></p><p>First one, we kinda screwed the whole thing up - the story shall be remained untold lest I start whining - and there really was nothing left to do. We had utterly doomed the entire world. Yep, anti-climax, but at least there were consequences to being so utterly stupid as we were.</p><p></p><p>Second one didn't end per se, but once the players had gotten to that point where everything was guaranteed to work out well, we just ended it then and there. I know it seems anticlimatic, but we were travelling all over the country to have these massive weekend sessions and it honestly seemed a bit of a waste to do the whole thing solely for the purpose of spending 48 hours telling the players "and everyone loves you and everything is good and you, the knight that never got laid, you see a beautyful lady sending you <em>the eyes</em>" ....</p><p></p><p>To keep this post even mildly on topic, I will make some recommendations gathered from the way I planned to play out the ending had we lived closer together.</p><p></p><p>I definately planned a movie-style ending, where once everybody was gathered to honor the peace that had now settled, the final traitor would reveal himself for the old-school Arnold showdown with a climatic battle inside the throne room of the castle they were to have occupied. </p><p></p><p>I always found (your mileage may vary) that roleplaying these lovy-dovey moments where everything is dandy gets just kinda ... silly ... "You are so good!" ... "no, no, no Sire ... YOU are so good" etc. Never did work for our group back then.</p><p></p><p>Regards</p><p>Toft</p><p></p><p>[edit: Yeah, I can't spell]</p></blockquote><p></p>
[QUOTE="sunbeam60, post: 631591, member: 6528"] Well, in the two campaigns I have ever helped end (one 6 year campaign as a player wizard and one 5 year campaign as DM), the endings went something like this: First one, we kinda screwed the whole thing up - the story shall be remained untold lest I start whining - and there really was nothing left to do. We had utterly doomed the entire world. Yep, anti-climax, but at least there were consequences to being so utterly stupid as we were. Second one didn't end per se, but once the players had gotten to that point where everything was guaranteed to work out well, we just ended it then and there. I know it seems anticlimatic, but we were travelling all over the country to have these massive weekend sessions and it honestly seemed a bit of a waste to do the whole thing solely for the purpose of spending 48 hours telling the players "and everyone loves you and everything is good and you, the knight that never got laid, you see a beautyful lady sending you [i]the eyes[/i]" .... To keep this post even mildly on topic, I will make some recommendations gathered from the way I planned to play out the ending had we lived closer together. I definately planned a movie-style ending, where once everybody was gathered to honor the peace that had now settled, the final traitor would reveal himself for the old-school Arnold showdown with a climatic battle inside the throne room of the castle they were to have occupied. I always found (your mileage may vary) that roleplaying these lovy-dovey moments where everything is dandy gets just kinda ... silly ... "You are so good!" ... "no, no, no Sire ... YOU are so good" etc. Never did work for our group back then. Regards Toft [edit: Yeah, I can't spell] [/QUOTE]
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