Like many gamers when it comes to campaigns I’ve found that the majority tend to end not with a bang but a whimper. They fall apart due to scheduling issues or simply fizzle out when trying to continue on from after epic and satisfying story arc. It’s an issue that has been on my mind with the start of the new D&D campaign – how to end it?
At the moment, two sessions in we have yet to touch on any real plot, the mini-adventure has seen the players investigating an attack on an apparent merchant caravan and trying to rescue the lone survivor. While the adventure is really just aimed as an introduction to the game mechanics I have tried to drop in a few hooks here and there. The caravan was carrying a scroll inscribed with the symbol of one of the Immortals (that burned up before the PCs could retrieve it – yay for natural 1s on investigation attempts) and was being guarded by High Elves, which we established was unusual for the setting.
But where is it going? What is the point of this all? That’s the question that I’ve been wracking my brain with for the last few days. The obvious answer to that is the Fall of the Immortals, the rulers of the Empires in our as yet unnamed setting. We have already established that two of the characters are survivors of a previous rebellion, so it makes sense that they would have an interest in seeing the downfall of the tyrants.
It also fits with a number of standard fantasy tropes. Authoritarian empires? Check. Unknown heroes rising up? Check. Normally I wouldn’t lean so heavily on those tropes, at least not deliberately. However, in prepping for this campaign I’ve been going back to basics. The first of which is that D&D is best when it is tied to those tropes. Indeed from a gaming perspective, many of them originated with D&D (which itself lifted them from the established traditions of the fantasy genre, both Tolkien and its pulpier counterparts). Secondly, I am running a game for a group of mostly new players. Players who haven’t played through those tropes before and who certainly haven’t burned out on them.
So keeping with the basics we already have an ending – The Fall of the Immortals. Thanks to the fact that we established there to be multiple empires we even have our intermediate goals, taking down the first couple of Immortals before building up to the strongest of them. All that’s left to add is a touch of Fate, which I plan to introduce through a little bit of prophecy and a whole lot of dragon.
We are playing Dungeons & Dragons after all.