Endings are hard enough when you can plan them out in advance and the characters are slaves to your will. What about when you’re a GM and all the characters are controlled by wily players? Don’t worry, our hosts have the answer. Or at least, they have long anecdotes that might contain answers. Mike lays out helpful advice for when to disengage the safeties, Oren waxes philosophical about how much you should plan, and Chris describes what endings have actually worked for her as a player.
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Opening and closing theme: The Princess Who Saved Herself by Jonathan Coulton. Used with permission.
Creating a Memorable Climax for Your Campaign by Mike Hernandez
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Treat your friends to an evening of dark ritual murder. In a fictional game scenario, of course. Uncover your lost memories and save the day in our stand-alone game, The Voyage.