Friday, November 22, 2024

Endings

Some of you may recall that, back in August, I opined about the coming end of my House of Worms Empire of the Petal Throne campaign. Three months later, the reality of that ending is becoming more apparent. I won't say that it's imminent, but it's very much on the horizon. If I had to guess, I suspect things will likely wrap up sometime early in 2025. Sadly, I don't think it'll continue far enough into the new year in order to reach the campaign's tenth anniversary (on March 6. 2025), but them's the breaks. While we human beings seem to like nice, round numbers, real life doesn't always cooperate.

The campaign began with six player characters, depicted in this illustration drawn by Zhu Bajiee.

Within the first year or so of play, two of the original six departed (for scheduling reasons), but were quickly replaced by two others, one of whom still plays and has become one of the campaign's stalwarts. In the years since, many other players have come and gone. By my count, there have been fourteen players involved in the House of Worms campaign, not counting "special guests" who sat in for a session or two here and there. Of those, seven still play, including three of the original six.

The campaign never had an overarching "story." Instead, it was always pretty open-ended, with the characters wandering across Tékumel according to their own wishes and those of the patrons they've served. Initially, the characters were all minor members of the House of Worms clan, doing the bidding of their elders while they tried to make names for themselves and to acquire, in the words of Aíthfo hiZnáyu, "cash and prizes." This set-up made it very easy to referee, since the players drove most of the action, it also afforded them the opportunity to travel the length and breadth of Tékumel (and beyond) in pursuit of their goals.

That open-endedness does, however, make it harder to tie things up in a pretty bow and say, "Done!" That's a thought that's occupied my thoughts for a while now: how does one "properly" end a campaign? Most RPG campaigns, I suspect, just stop rather than conclude in any satisfying way. That's honestly fine. For House of Worms, though, I felt some obligation to do something more, something that felt like it did justice to the nearly a decade's worth of roleplaying my players and I have engaged in. But how to do that?

Though the campaign doesn't have a "story" in the literary sense, there is a thread that's been running through it since fairly early on: the characters' quest for status and influence within the Empire of Tsolyánu. To that end, the characters have frequently worked for, opposed, or stumbled into the intrigues of the various heirs to the Petal Throne. In addition, one of their number, Kirktá, has also been revealed to be an heir. This revelation has, until recently, played a fairly minor – but recurring – role in the campaign. Now that it looks like things are starting to wind down, I decided it might be a good time to make full use of Kirktá's status as an imperial scion.

In our most recent session, the characters learned that Hirkáne Tlakotáni, 61st Seal Emperor of Tsolyánu, "the Stone Upon Which the Universe Rests," has fallen gravely ill and is not expected to survive. The various factions within the Imperium, plotting quietly in the shadows in preparation for the inevitable Kólumejàlim, are at last ready to make their moves, each falling behind one of the potential candidates for the Petal Throne. Since Kirktá is one of those potential candidates, the characters will soon find themselves involved in this world-historical event, whether they like it or not.

Thus, the final sessions of the House of Worms campaign will focus on the choosing of a new emperor (or empress). In the wake of Hirkáne's death, all candidates for the throne must present themselves to the Omnipotent Azure Legion in Avanthár and announce whether they wish to partake in the Kólumejàlim or if they will "renounce the Gold" and retire to a safe imperial sinecure. Before that happens, though, there will be much plotting and intrigue, as each candidate rallies his supporters, seeks allies, and tries to dissuade other contenders to renounce their claims. It's into this maelstrom that the characters will fling themselves, the conclusion of which will result in both a new emperor and an end to our campaign.

Not a bad way to end things, don't you think?

12 comments:

  1. I’d like to know a little bit about each of the characters in the illustration. Which three are still going? Did any of them die?

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    1. I'll make another post about the various characters who've appeared in the campaign, both illustrated and otherwise (assuming I can remember them all!).

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  2. An extraordinary performance and remarkable longevity. Must salute you and all your players past and present. Just curious: do you have a count of how many sessions you've played in this campaign?

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  3. Your ending is laudable, but I prefer the usual cliches like a quest to finally toss that hard-won evil artifact into the volcano or unite the various fragments of a Rosetta Stone, etc.

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  4. All of my long (multi year) campaigns have ended when the player characters achieved closure (perhaps not victory) in the over arching story line. These are campaigns that end like movies. I usually would write up an epilogue that would describe what their character went on to. You describe your campaign as episodic, not following any grand scheme, like a TV sitcom or drama. So all you can do is have Sam turn off the lights and walk away. I would suggest an anthology of characters or situations from their years of gaming, and a final toast to their undiscovered futures.

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    1. Sam is a perfect example of the many adventures that lay ahead. The lights are never dimmed for long. There is always, always rising smoke somewhere. And Norm.

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  5. From what I've seen and experienced, the Tsolyani Chekhov's heir, once introduced, is basically inescapable and yet never makes for anything satisfying or even entertaining by the end of the campaign. Here's hoping you guys pull it off!

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  6. The 21st was my 56th birthday and I unexpectedly heard from one of my D&D buds from the '80s, from whom I hadn't heard in years. He reminded me of a mega-dungeon we wrote together but never finished and I wanted so badly at that moment to go back forty years and complete that project. It reminded me just a little of the campaign you wrote about above. Congratulations on your success with your dungeon. I wish we'd had a similar experience with our own. ---Jim Hodges

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  7. The answer to all campaign questions is to have ninjas attack - which leads to who sent them and why? :)

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    1. Taking a page from the Lester Dent school of writing, eh? I like it.

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  8. I've never actually ended a full campaign. Sometimes they have gone quiescent but I have managed revived them. That said it sounds like a solid premise for a finale. I have ended a couple campaign arcs (in some ways closer to the origin of the term campaign) with varying degrees of success but I would say go big as you can - ninjas (as mentioned earlier), godlings, ancient wizards, overpowered ancient technology, demi-planes, a big play by the enemies of man - pull out all the stops on what Tekumel has to offer!

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  9. All stories, good or bad, come to an end. But congratulations to you and your group for lasting as long as you have.

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