Anticlimactic [Archive] - Wizards Community

Post/Author/DateTimePost
Aliquid

12-21-06, 07:05 PM
Do you ever feel that RPG games are anticlimactic? CRPG or P&P RPGs.

I often find that games never really end in a satisfying way. Half the time, the games I am involved in don't really have an ending, they just die when people get too busy, and never have a real conclusion.

Does anyone have a good example of when the ending of a game was satisfying? What made it that way?
Seeker95

12-21-06, 07:59 PM
My last campaign was planned to begin and end from level 1 to level 20.

The party (which worked through ten PCs for 8 players, no more than six at a time) was working for a dying portal-maker who had a final wish -- to link all of the portals he had built in his long lifetime to serve as an anywhere-to-anywhere network of communication, travel and trade. He had created a portal key that would attune itself to any portal it was carried through, and attune said portal to every other portal it had previously attuned.

This premise let me put any pre-made adventure into my campaign simply by adding a prtoal to the locale.

The kicker was this:

The portal maker was really Mephistopholes. He was keying all these Oerth portals to the portal in his palace in Hell. Through the portals, he would send his vassals to conquer Oerth. He figured that with the power gained in conquering Oerth, he would be able to challenge Asmodeus for dominance of the Hells.

The party, by level 20, had keyed over 100 portals. When a few overly-eager devils moved a bit early, they realized that someone was abusing the portal master's wonderful plan. This caused them to investigate how the devils were using it. A little extra divination, and they learned that the key was tied to a portal in Hell.

The final adventure involved them making a bargain with Asmodeus, who would take care of Mephistopholes while they dealt with destroying the portal in Hell. Asmodeus enjoyed the bargain, whipping Mephistopholes into shape, letting M's vassals take a beating by the party, and otherwise restoring his hold on dominance in the Hells.

The party got to finish the campaign with a massive battle in Hell.
Loki5654

12-21-06, 08:22 PM
I think what Seeker is trying to say is that its up to the DM to provide an adequate end to a storyline. If your DM consistently leaves you unfulfilled plot-wise, feel free to metion it to them at a time that won't disrupt the game. As a DM I know I'm always open to criticism that can help me improve my storytelling.

(Awesome campaign idea Seeker, reserved for future yoink-age):D
Vacerious

12-21-06, 09:15 PM
It depends on whether or not the DM has any sense of dramatic timing.

I was in a Mage: the Whatever game that ended very recently.

After going through an extended battle with the campaign's BBEG, our party members heard the sound of somebody pounding at the cave we were in, followed by the sound of, "Surrender yourselves, Reality Deviants!"

Yep, after working our asses off to kill some guy who threatened existence as a whole, we had to deal with Technocrats, a group of mages that are best described as pain in the arse for other mages.

Perhaps the worst part was that, despite the fact that they had practically omniscient masters there, they acted as though we were the bad guys, even though any clearly omniscient mage would be more reasonable.
frasmage

12-21-06, 10:19 PM
I like making long lasting campaigns, so I know how to make them climactic enough to keep going on fun. Every chapter ends with some massive battle or major puzzle, something to interrest the players into the next one.

Just today, for example, we finished the 5th chapter of the ongoing campaign I am DMing. this session involved getting rid of a huge demonic infiltrator, which meant calling on the help of old enemies. The chapter ends on the note of "now we are going to war". Which promises a lot of excitement and coolness to come. (It was also one of the most hilarious sessions I have had in a while, as one of my players was forced to flirt with a statue (he even promised to marry) in order to get a password)

However one of my friends is much more fond of quick flashy encounter style campaigns which I also ifnd end with little excitement, there isn't much time to get into the characters or plot if it only lasts one session. I also don't like the "and now you continue on, towards distant horizons" conclusion either as it doesn't really feel like a finish


My conclusion is that ongoing campaigns tend to be more climactic. If things are dropped half-way through, then obviously it will be a bit more disappointing.
Aliquid

12-22-06, 12:39 PM
Even when the long lasting campaigns end, somehow I feel unfulfilled with the conclusion. Sure we defeated the BBEG, the last battle was impressive, but now what?

For instance, I am currently in a campaign that has been going on for over 4 years. It's a role-play heavy game, (we often go a few sessions without combat), so I have developed quite the connection to my character's personality, the other characters, the NPCs and the world. I can imagine that when the game ends, I will sit there and say "but now what". Maybe anticlimactic is the wrong word. Maybe it is just withdrawl from a character that I have grown attached to.
frasmage

12-22-06, 01:48 PM
it depedns on where the plot get to and how it actually ends I guess. the are many campaigns that end with the PCs having to sacrifice themselves to save the day (blow up the world anyone?) There is also the style when the PCs becoe very high ranking, say royalty or even demi-gods, which ends the campaign on a strong happy note.

However, I agree with you, if the only conclusion is "you killed the BBEG", it can be a bit disappointing way to end a campaign that has lasted years.