Tips for Ending Your Tabletop RPG Campaign

This week on the Campaign Trail, we look at ‘Tips for Ending Your Tabletop RPG Campaign‘. After 56 session, 16 months and 17 levels, my players finally arrived at the final temple to face off against the Big Bad Evil Guy (BBEG). Whether they win or lose, my homebrew Vodari campaign is heading to what I hope is an epic showdown.

Having a long campaign reach a climactic finale is an accomplishment for everyone around the table and should be celebrating in and out of game. Instead of just handing out some treasure like you did at the end of each adventure, close out a longer campaign in style. If your think of your adventure arcs as a collection of TV episodes, you should end your campaign with a big finale.

This article will provide you with some ideas for celebrating victory, agonizing over defeat and setting up a hiatus from the campaign world.

Tribal Knowledge: The Single-Class Campaign

This post explores the potential of each class for a single-class campaign and similar deviations from “normal” party breakdowns. This article mostly assumes that the reader is a DM looking for a new and unusual campaign concept. I realize that most of us have had an idea like these before, but maybe I can put a new spin on it… or maybe you can teach me something in the Comments.

Eye of the Beholder: Campaign Continuity

When you sit down at a table to play a pen and paper RPG as a dungeon master, you are there because you want to tell a story. The best dungeon masters are not necessarily gifted with encyclopedic knowledge of the rules, or even with genius talent to create and balance new monsters. The best dungeon masters are those with a good story to tell, and with the skill set to tell it while having your players change it with their actions. Sometimes, a story is just a single adventure, or even a single subplot inside an adventure. But often, you want to tell a bigger story, one in which your characters develop and span multiple adventures. We call these campaigns, and they are a hassle to make, a hassle to run, and also the most fun for DMs and players alike.

World Building – Part 1: The Big Picture

Atlantis, Westeros, Wonderland, Neverland, Oz, Panem, Camelot, Discworld, Barsoon, Pern, Shannara, Middle-earth, Narnia and countless other fantasy worlds provide the backdrop for adventures. Your tabletop RPG adventures deserve a setting with a rich history, exciting locations, terrifying monsters and colorful people. Last year, I decided it was finally time to tackle building my own fantasy world and I thought I would share what I learned from my triumphs and tribulations as a rookie world builder.