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Winding down the campaign
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 5621302" data-attributes="member: 11760"><p>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). I'm already planning a sequel campaign set several months later, picking up on outstanding plot threads, but I'm going to give them a rousing send-off for the first campaign, bringing back allies the characters have made over the last several years, giving them closure with some of their rivals and letting them resolve some of their interpersonal issues. Some of the characters/players may choose to sit out the sequel campaign (there are a lot more married/parent types in the group than when we started playing) and I want it to be a finale for them, if they choose for it to be.</p><p></p><p>The sequel will pick up a few months later, with a new ruleset, some minor retcons to the setting (like snipping out some of the WotC gods who never got used and are just gumming up the wiki) and new adventures springing, in part, from what the characters accomplished -- and what they failed to accomplish -- in the first campaign.</p><p></p><p>So while the renegades will (probably) save Freeport (they're on the last part of the Freeport Trilogy now) and the heroes will (probably) save the barony from the worst of the kobold army and aspect of Tiamat, it'll be a chance for me to kill off NPCs I found I really didn't like and even use a new map for the starting village next time around, if I choose to. (The new multi-map village from 0one Games' blueprints series is tempting). But the stuff I like will sail through unscathed and ready for several more years of play.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 5621302, member: 11760"] 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). I'm already planning a sequel campaign set several months later, picking up on outstanding plot threads, but I'm going to give them a rousing send-off for the first campaign, bringing back allies the characters have made over the last several years, giving them closure with some of their rivals and letting them resolve some of their interpersonal issues. Some of the characters/players may choose to sit out the sequel campaign (there are a lot more married/parent types in the group than when we started playing) and I want it to be a finale for them, if they choose for it to be. The sequel will pick up a few months later, with a new ruleset, some minor retcons to the setting (like snipping out some of the WotC gods who never got used and are just gumming up the wiki) and new adventures springing, in part, from what the characters accomplished -- and what they failed to accomplish -- in the first campaign. So while the renegades will (probably) save Freeport (they're on the last part of the Freeport Trilogy now) and the heroes will (probably) save the barony from the worst of the kobold army and aspect of Tiamat, it'll be a chance for me to kill off NPCs I found I really didn't like and even use a new map for the starting village next time around, if I choose to. (The new multi-map village from 0one Games' blueprints series is tempting). But the stuff I like will sail through unscathed and ready for several more years of play. [/QUOTE]
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