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Old 11-03-2009, 09:46 AM   #1
nmoody
 
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Join Date: Dec 2004
Location: Indianapolis
Default Wrapping up a "Rod-in-Seven-Parts" style campaign

I began running Sundered Skies using the Plot Point Campaign included therein. Mainly cause my group was varied in XP and I needed something prepackaged. I like the setting, tolerate the rules (I prefer GURPS, but SW is quick), and loathe the overarching plot. "Go from place to place gathering artifacts", really? Again? Isn't his plot played out?

Anyway, I want to move my group on, but the continuity geek in me hates to ignore the plot they began (even if the players could possibly care less). How could I resolve the plot without shorting them and also w/out having to run the rest of the thing out?

I mean, "some other party found the artifacts and..." could work. I guess I just want them to get to the penultimate chapter, figure out the big reveal and then get back to traipsing about.

Any satisfying resolution suggestions?
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Old 11-03-2009, 10:01 AM   #2
Hans Rancke-Madsen
 
Join Date: Aug 2004
Location: Copenhagen, Denmark
Default Re: Wrapping up a "Rod-in-Seven-Parts" style campaign

Quote:
Originally Posted by nmoody View Post
I mean, "some other party found the artifacts and..." could work. I guess I just want them to get to the penultimate chapter, figure out the big reveal and then get back to traipsing about.

Any satisfying resolution suggestions?
You said it yourself. Your players have found (say) three of the artifacts. Design another party that has found two. The two parties meet at number six and team up for number seven. Add the obligatory attempt to doublecross the PCs, and you've got more than just the big reveal, you get some delightful table-turning action too.


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