Whizbang Dustyboots said:
I'm in the process of doing this. Both strands of the campaign are going to have a climactic battle (and there will be an opportunity for the renegade characters in the Freeport branch to return home to help save the day).
Campaigns with multiple parties like this always fascinate me. Must be a blissful headache to DM.
I am in the process of winding down my current campaign in anticipation of running a Pathfinder AP (Jade Regent) for the first time. I don't really run "story" campaigns -- that is, the campaign itself doesn't have *a* story, but many of them, some more important than others.
I've only read the outline for that AP, but isn't the main tavernkeeper NPC (Ameiko?) basically a stand-in for any NPC ally with claim to a throne? I imagine you've got a big cast of NPC allies you could choose from and file off the tavernkeeper's serial numbers.
How have you wound down your campaigns in the past?
Last campaign ended with more of a blitz than a winding down. Four intense encounters pretty much back-to-back until 2 a.m.
My old planescape campaign ended with a laid back session without any combat where the PCs were confronted with a dilemma of what to do with a memory stone that held an experience pivotal to the Lady of Pain becoming what she is. There was no resolution, just a funny last exchange:
Sensate fighter: "I dare you to use the memory stone. Think about it, what greater pain could there be than the Lady of Pain's ?"
Sensate wizard: "Listening to your inane attempts at philosophy?"
What methods have you used to appease players who might not be as keen on a fresh start as others?
[MENTION=98032]CuRoi[/MENTION] has a nice answer to this: same world, different area, a few carried over plot hooks.
IME players who have objected to a fresh start really are objecting to one or more of the following:
* Starting over at level 1 again
* Leaving behind a PC they've grown attached to
* Learning a new rules set
* They don't like the particular new setting being considered
I've allowed players to carry over favorite PCs into new campaigns provided they adjust their PC to whatever level the group is gaming at. When the level difference was too big, I instead offered to let them play the descendants of their high-level PC. Come to think of it, that always seems to get a good response.
Have you ever left a campaign and then picked it back up some time later (months, years decades)?
Oh yes. The planescape campaign went on for several years, then was on hiatus for almost a year. We ended the game with the PCs defeating an abyssal lord, saving several gatetowns from getting dragged into the Abyss, and eliminating the threat of a demonic invasion of Sigil. It was pretty broad-reaching and ran till 12th level.
When we picked the game back up, we only played intermittently so the continuing story was extremely narrow, and only ran to 15th level; it was more of a character study of the 2 PCs plus a denouement. The abyssal lord held a clue about the Lady of Pain; eventually the clues led to a secret society within the Sensates which the Lady of Pain once allegedly was a member of. The story was that the Lady of Pain took on the pain from this abyssal lord (via a memory stone) the PCs had defeated and that was what made her into what she was today. Hence the ending: What to do with the memory stone?
As a GM, how did you satisfy yourself and give yourself the closure you felt you needed?
My last campaign definitely did not have the sense of closure I like simply because I misjudged how loooong our session took to get through relatively small scenarios (we had a party of 6 or 7, several newer players). It was amazing that I was able to tie everything together for a battle royale at the end. Ah well.
If everyone walks away from the table at 2 a.m. smiling and reviewing the highlights, then I'm content. Then again, a year later I started plotting the revival of that campaign, so maybe getting closure is the cure for DM OCD?