A group of friends/co-workers who have been playing with me over the last year and couple months have come to the end of our first campaign. Was a home brew world. It ended with a final battle against a C'thulu looking monstrosity using a Tarrasque stat block. All of this happened on top of a continental-sized cosmic horror that rose up into space before being banished to the far reaches of the galaxy by the old goddesses.
New campaign is on the horizon but it feels surreal that I was able to play alongside people for this long and create this world with them. I'm looking forward to playing in the same world, with the old characters taking place as the new pantheon of gods with those old goddesses leaving to banish that cosmic horror, and having their original characters and their adventures have a ripple effect into the far future where new industries and technologies rise. It will be an interesting change going back to level 2s after having my players playing insanely powerful level 20s.
How have you dealt with the ending of campaigns? Did you feel a sense of relief, or were you sad it was over? Seems bittersweet to me. Any tips on how to move forward world-building in that same world, with a big time jump?
I'm having the exact same experience; we just finished a homebrew campaign that I DM'ed. Big epic battle at the end, everyone feeling emotional, etc. One of our group is stepping away from playing for a while, so I had his character sacrifice himself to defeat the boss and banish them both to another plane of existence. My thinking is that we can pick up a new story arc later down the line with them looking for him.
In the meantime one of the players is going to DM his own campaign to let me play a PC for a while. We're all pretty hyped over coming up with new characters, backstories, etc - I'd suggest grabbing people and creating shared backstories or ties that help grow out the world a bit.
I joined a campaign near its beginning and 14 months later it ended. To make a long story short, that in winning the characters were reverted to a particular point of time, where we never met and only two of us actually remembered how we saved everything, because those two commanded a ritual. Such was the price for saving the multiverse. I then took over as a DM and started the planning for a new campaign.
But what several of us did, were to write epilogues. I set mine about 80 years in the future, as several of the characters reached their natural end, for final goodbyes. Another set it shortly after the conclusion on a road not taken. But the group enjoyed the shorts we wrote, and allowed us to put them to rest as it were.
A group of friends/co-workers who have been playing with me over the last year and couple months have come to the end of our first campaign. Was a home brew world. It ended with a final battle against a C'thulu looking monstrosity using a Tarrasque stat block. All of this happened on top of a continental-sized cosmic horror that rose up into space before being banished to the far reaches of the galaxy by the old goddesses.
New campaign is on the horizon but it feels surreal that I was able to play alongside people for this long and create this world with them. I'm looking forward to playing in the same world, with the old characters taking place as the new pantheon of gods with those old goddesses leaving to banish that cosmic horror, and having their original characters and their adventures have a ripple effect into the far future where new industries and technologies rise. It will be an interesting change going back to level 2s after having my players playing insanely powerful level 20s.
How have you dealt with the ending of campaigns? Did you feel a sense of relief, or were you sad it was over? Seems bittersweet to me. Any tips on how to move forward world-building in that same world, with a big time jump?
I'm having the exact same experience; we just finished a homebrew campaign that I DM'ed. Big epic battle at the end, everyone feeling emotional, etc. One of our group is stepping away from playing for a while, so I had his character sacrifice himself to defeat the boss and banish them both to another plane of existence. My thinking is that we can pick up a new story arc later down the line with them looking for him.
In the meantime one of the players is going to DM his own campaign to let me play a PC for a while. We're all pretty hyped over coming up with new characters, backstories, etc - I'd suggest grabbing people and creating shared backstories or ties that help grow out the world a bit.
My game's been going on two years and some change and the end's a-comin'...
As much fun as it's been, I cant wait...
I joined a campaign near its beginning and 14 months later it ended. To make a long story short, that in winning the characters were reverted to a particular point of time, where we never met and only two of us actually remembered how we saved everything, because those two commanded a ritual. Such was the price for saving the multiverse. I then took over as a DM and started the planning for a new campaign.
But what several of us did, were to write epilogues. I set mine about 80 years in the future, as several of the characters reached their natural end, for final goodbyes. Another set it shortly after the conclusion on a road not taken. But the group enjoyed the shorts we wrote, and allowed us to put them to rest as it were.