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Werewolves and a Reflection

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Events   Players  Necro  Selune Volkhv  Ante  Wolf  Garmadon   The party enters with Selune just about dodging a falling column trap.  They find a group of werewolves that converse to the party with a high reaction roll.  The wolves give Ante the gift of lycanthropy thanks to Ante winning a duel and Wolf pledges to aid them.  The party then finds a group of religious order of warriors hunting werewolves. The party hates them.  Selune sneaks past and grabs the relic from Wind that Whispers, the leader of the werewolves.  The rest of the party try to take out the leader of the holy order. The party abuse the fairy dust set on tracking werewolves and throw it in the leader’s eyes, stunning them.   From Fromsoftware Wolf successfully douses an amulet from the werewolves in the blood of his enemies gaining werewolf abilities.  The party enters combat, Necro scares half of the warriors with a spell and there are 4 warriors ...

I don't know what to do at the end and I am looking at it.

 So my Lands of legend campaign is ending soon, one more session. They got the artifacts and are almost ready to fight Olwin, The Cunning. The game is going great everyone is happy, everything has a nice bit of closure and one of my players asked, "what's next?". This question send shivers down my spine. Truth is, I have no idea about ending a campaign in a good way and starting something new. A lot of times campaigns fizzle, bang or poof but this has not. The campaign can't be extended as myself and my players are going to be a lot more busy. I asked my players and some want to do a New Game+ of sorts, same world different angle. Some (like myself) are wanting to play a campaign under a different GM. Some are busy and will be the end of rolling dice, for the next while at least. A lot of folks talk about how to start a campaign or great campaign starters but never great campaign climaxes. There are hundreds of resources for GMing the first session, but not the last. ...

Every system teaches you something. Even bad ones.

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Introduction I have played many systems, from narrative focused games to more simulationist games. Over time my tastes have changed from wanting the rules nearly out the picture to wanting the rules to be the focus of the game. Nowadays it leans somewhere in between. Here is a list of all the games I have played and what I learnt from them.  The Games Dungeons and Dragons 5e: advantage is a great mechanic for simply adding to a roll with little tracking.  Pathfinder: It's very hard to make a one-trick pony so every character has at least a dozen toys. Shadowdark: The perfect amount of character abilities (at least from the get-go) is 2. From The Arcane Library's website GURPS: I love how the numbers are done in the beginning meaning once character generation is done, you just need to look at your sheet.  Dungeon Crawl Classics: I love level 0 as it answers the only question a backstory should have and that's why are you here. Troika: Give your players weird and cool toys ...