Thursday, 5 October 2023

Sticking the Landing

Funnily enough, the end of a campaign tends to be one of the first things I have established during preparation, at least in conceptual terms - although the route to get there is often vague, the campaign generally has an "all roads lead to Rome" feel to it. (Right up until the PCs decide they really don't want to go to Rome, that is!)

And yet, actually bringing that end to life can be tricky, because by and large I haven't gotten everything written down by the time the campaign starts, and generally don't find the time later to work it all through.

In my opinion, a good ending to a campaign needs to conclude most or all of the lingering plot threads of the campaign, but should also serve as a neat capstone, summing up all the themes that have brought us to this point.

In the case of the "Isles of Dread" campaign, then, the finale needs to:

  • Draw the PCs into a focal point of the ancient battle between the cults of Elemental Evil.
  • Allow the PCs to gain their revenge on the pirate captain who marooned them here.
  • Allow the PCs to find their way away from the Isles.
  • Address the themes of isolation and imprisonment that we've been facing thus far.

That's all a tall order. And I now have to write it up, in all of 6,000 words!

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