When you’re ramping up to the end of a campaign, certain tropes begin to appear. The suddenly-expendable supporting cast is only one example. If you’re lurking with Gestalt in the World of Darkness, then political shakeups are in order. Factions declare open war, new Princes assume control, and the Masquerade itself may come under threat. If you’re flying high with superheroes, you can suddenly find yourself a rogue agent. Your handlers at HQ have betrayed you, villains have assassinated the mayor, and your favorite hometown landmarks are piles of rubble. And if you happen to be a sword-swinging wizbarian, you can bet your last spell slot that ye olde potion shop is closed for business. That’s because your town has been sacked, the thieves’ guild has gone into hiding, and every cleric in the temple district is busy tending to the wounded.

This will look different in every campaign, but the underlying principle is the same. The structures that make up our day-to-day play sessions are no longer necessary. Your beloved starship is finally allowed to crash. The time machine is irreparably damaged. Agro falls into the gorge.

It’s the tabletop equivalent of, “There are no more saves past this point.” And in that sense, this move functions as a notice to your players that the stakes are high. The end game is finally here, and there’s no unnecessary baggage past this point.

So for today’s discussion, what do you say we offer our own examples of the “no one is safe” trope from our our campaigns? Did you lose a beloved NPC? Did favorite parts of your setting go up in smoke? And did all of the above feel like a cheap ploy for artificial drama? Whatever your take, let’s hear about it down in the comments!

 

 

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