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RE: [DL] Wrapping Up
At 06:55 PM 2/25/2003 -0500, you wrote:
> I'm nuking them all to hell. ;-)
Belay that, Marshal.
The only time I'd recommend a TPK is when the players don't have anything
invested in the characters like when you hand them NPC's to play* or when
they completely bone the situation. What you risk is leaving the players
with a bad taste in their mouths for Deadlands in general.
(Well - I suppose if the majority of your players are Kurosawa or psycho
anime fans a noble samurai's death would resonate with 'em - your call)
But here's an alternate possibility - end on a high note. Give 'em the
tough fight, the toughest that they can handle. Wrap up /most/ of the
loose ends and have 'em take a major major villian. Let them know that
they just saved the whole city/country/future/whatever the scope of your
campaign is.
And then give them what almost never happens in an RPG - a happy
ending. Write up what the futures of their characters are going to
be. Tailor their endings to the character - but be vague enough that you
don't end up stepping on their concepts (think John Edwards).
For example, a martial artist on the run from enemy martial artists from
China would end up building a small temple in San Francisco and become a
humble but respected member of the community, at some point work in
whooping up on the bad guys and forcing a peace.
A Confederate Captain would go back home a respected gentleman and spend
his remaining days drinking mint juleps and entertaining old friends such
as Rangers, various Agents, people he helped that also made it big.
Or whatever works for the players.
The happy ending has the advantage that if you ever want to restart the
game, the players' characters now have something to lose. :-)
----------------------------------
* It was an idea in one of the DnD modules - the PC's were given characters
like big name characters Mordenkainen, Bigby, et al to play, only to get
slaughtered in the first scene. Then the player's real characters step up,
and if you think that the players weren't psyched out by that, you've
another think coming. :-) That's a similar reason why I like to do a TPK
during demo games - it drives home how lethal the setting is and it's
always in the back of the minds of the players as they play - BUT you have
to be able to follow up with a real game in order to take the sting out.
-------------------
Allan Seyberth
darious@darious.com
Lest we forget the echoes of the giants who came before us.