Old soldiers never die they just fade away. -General Macarthur
The same could be said for good campaigns, but if all the players deem it time to move on I would sit down and write an ending to it that either immortalized/betrayed/pedestalled the players. Usually in which case I wouldn't take too much time focusing on actual goals or activities, reduce all combat and make it more just role playing (usually 50/50 combat role playing; 70/30 in the ending) just put them in one final fight and let them decide for themselves how they want to end. In a blaze of glory raising themselves to the status of Gods, or petty fall out amongst players a separation of a long a partnership that just couldn't last, a sad loss of a player/players bringing the battle harden group together long enough for their bonds to fade and be that of myth, or final valent fight for truth and valor (evil, and malice) against the hordes of evil (good) one that they know they won't come back from one that they know will secure their places amongst the warriors of yesterday in the heavens (or underworlds). Sometimes though that one last act can be so well planned, and powerful enough to jar the boredom from the game and make them want to continue...which just means you wrote yourself into a hole. >.<
Let them hail the hollow one Bow before the damned Forge ahead into the night Forget the lessons of the past Follow the lead to failure Relinquish and pay no mind....
Bookmarks