As my home group approaches 10th level, with many loose ends still about, I find myself thinking about the end-game,…
As my home group approaches 10th level, with many loose ends still about, I find myself thinking about the end-game, and how to wrap up a long-running campaign.
What do y’all got in terms of end-game mechanics, procedures, or just advice. What games do this well?
Bonus points for PbtA games that do end-game stuff well.
If You Were Playing a Seeker (Antiquarian), which would you choose?
If You Were Playing a Seeker (Antiquarian), which would you choose?
The Seeker class starts with a choice of 3 major arcana, with the 3 options based on their background. If you choose “Antiquarian” then these are your choices:
When you spill blood—yours or another’s—and give in to your boundless rage, you get +1 Armor and deal +1d4 damage as long as you keep fighting. While you rage, it requires an act of will to do anything other than lash out violently.
OR
BATTLE JOY
When you leap headlong into battle, you get +1 Armor and deal +1d4 damage as long as you keep fighting.
When the action stops, roll +CON: on a 10+, that was a rush, heal 1d4 HP; on a 7-9, you’re out of breath, but give you a minute and you’ll be fine; on a 6-, mark a debility but don’t mark XP.
An unnecessarily fiddly mechanic for a berserker class…
An unnecessarily fiddly mechanic for a berserker class…
BER-SERRRK-ERRR
When you fly into a rage, don’t roll any damage you take until the rage ends. Instead, write down the damage dice (including modifiers and tags like piercing or ignores armor) for later. While your rage lasts, your HP are unchanged and you deal +1 damage for every damage die you have written down.
When your rage ends, roll each of the damage dice you have written down, one at a time, applying armor or similar modifiers to each and taking that much damage. Then erase all the damage dice you have written down.
The idea behind these starters is that, after character creation and introductions, the players will roll for Seasons Change. On a 7-9, they pick a seasonal gain (trade opportunity, unexpected bounty, etc.) but a threat rears its head. The GM can then either craft a custom first adventure that builds on the stuff from character creation, or they can use the appropriate starter.
This is the 7-9 starter for when the players choose Trade Opportunity. I’d love to hear your thoughts on it.
Special qualities: lightning-proof, hard of hearing
• Bellow
• Dig through dirt
• Gnaw on stone
• Sometimes: belch forth a zolt of lightning (reach, ignores armor, forceful)
Instinct: to protect its turf
When the you are near a thunder drake when it bellows, roll +CON: on a 10+, choose 1; on a 7-9, choose 2; on a miss, all three.
• Drop what you’re holding and cover your ears
• Stagger back a few steps
• You’re deafened and disoriented for a few moments
Sometimes, out on the Flats, you’ll see what looks to be small hills in the distance. I advise you to steer clear. They probably aren’t hills, really, but huge piles of dirt that a thunder drake has moved as it digs. And hoo boy, you do not want to stumble into of one them on their home turf.
Something interesting: thunder drakes mostly eat grass and shrubs, but they have a taste for certain stones. They split their time between grazing, sleeping and digging for those rocks.
Something useful: They’ve particularly got a taste for metal ores, especially copper ore. But they love aetherium, which is copper alloyed with lightning. If they find a vein of natural aetherium or man-made bits, they’ll chew it right up and spend the next few days belching lighting bolts.