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Showing posts with label Brandon McNulty. Show all posts
Showing posts with label Brandon McNulty. Show all posts

Friday, 28 June 2024

The sense of an ending

My first memory of the public library is of lugging home a volume of Norse myths as heavy as a thunder-god’s hammer. A red-bearded bruiser with a laugh like the sky splitting. A silver-tongued schemer who can’t help brewing mischief. Together, they fight giants. I was hooked right out of the gate.

Soon after that Doctor Who’s cliffhangers held a generation of children spellbound week after week. James Bond felt like he’d go on forever. (Funny, that.) And the British comic TV Century 21 wrapped all those now-classic Gerry Anderson puppet shows into one shared universe. It all fed the notion that stories don’t ever have to end.

"Give me a child until he is seven..." No truer word, only in my case it wasn’t the Jesuits, it was serial storytelling. And that's fine for kids, in the eternal summer they inhabit, but as we get older we realize the ending of a story is what gives it meaning and value.

What about roleplaying campaigns? In the old days, campaigns were as open-ended as a daytime soap. Campaigns like that can eventually reach a natural conclusion, which is perfect if all the players agree. More often they fizzle out for external reasons, which is rarely satisfying. Nowadays, when campaigns are often built around a high concept with a beginning, middle and end (like Tim Harford's brilliant Redemption campaign, or his equally inspired Earthsea-style saga The Conclave) or designed in seasons like a TV show (Camelot Eclipsed or Keeping the Peace) it's worth thinking about how you can bring them in to land.

Writing guru Rebecca Makkai has some great tips about this. It's a longish series, but worth studying.

  • Part One is about open vs closed endings.
  • Part Two is about endings that come about structurally. For example, in Redemption the campaign ended when we reconsecrated the abandoned chapel we'd been sent to find.
  • Part Three is about meaning, the takeaway you get from the ending.
  • Part Four is about the sound, style and tone of the ending. (To apply this one to roleplaying campaigns requires a bit more work.)
  • Part Five deals with the change brought about at the end.
  • Part Six concerns the way the ending shades into past, present or future.
And author Brandon McNulty has an excellent video essay on what distinguishes good endings from bad ones.