Worldbuilding 101 - Part 21: It's the End of the World as We Know it.
The End Game is something that all
campaigns need. I’ve seen more games fizzle out because there just wasn’t
enough drive to keep them going, but there were a few core players who just
wouldn’t let them die.
Every character in a setting has
their own story, but the setting itself also has a story. A great example of
this is the ballsy thing that White Wolf did in around 2002-2004, where they
said that since the World of Darkness was the story of a decaying world in the
final death spasms before apocalypse, they’d just write a series of books to
conclude the game line. I didn’t like it at the time, because some of my favourite
games were seeing a conclusion, but I respect the decision to end things on a
high. It’s a bit like the re-iteration of D&D versions. A new set of rules
comes out and the existing settings either get a reboot or disappear completely
(maybe returning when a new version appears a few years down the track).
Know your end point. Know when
your setting is about to jump the shark, and stop before you take off. Unless
you want your story to go in that direction, in which case go ahead… but you’re
on your own from there.
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