Let the campaign end with a failure ? [GM existentialist problem inside]


Advice


The group i'm dming arrived at the final phase of the campaign.

And i was wondering if it was a good idea or not to completly let go my "gm's hands" frome their chance or success, or at least survival and let the campaign to "go alone" and maybe end with tpk and the failure of the whole campaign.

Why i'm wondering this?

First of all i got the feeling that there isn't as much "sense of danger" that should be. They are going to have to attack a fortress in heaven; and nobody (but one) is asking questions, gathering info or making planes of attack/action.

Second while i almost never "guide" the party i always take some minor to major precaution to don't let at least the party die as a whole; but i'm starting to wonder if this is right since if the party as a whole behave like ad idiot maybe is right to let i die.

But then maybe a failure of a whole campaign, that lasted more that a year, is not the best...

So how do you handle this and, more in general, the sense of peril and death in your games?

Thanks in advice for any help :)

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Any ending is a good ending if it's dramatic enough.

If the campaign ends with the ruin of the world, then you've got a goal for the next generation of heroes. Fix what their predecessors screwed up.

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