Bang or Whimper?

How to Bring Your Campaign
to a Crashing Conclusion

by Larry Granato
Artwork by Brad McDevitt


Introduction

    This is the end
    Beautiful friend
    This is the end
    My only friend, the end
    Of all the elaborate plans, the end
    Of everything that stands, the end
    No safety or surprise, the end
    I'll never look into you eyes again

      --The Doors, The End

The end is coming soon. To a small blue world near you.

With all the gloom and doom in role-playing today, running an end~of-the-world campaign has a certain attraction. It's got drama, pathos, mega-disasters, moral dilemmas, and, of course, a great finale. Information on creating settings is easy to find, but stuff on ending one is rare. The most important point for the gamemaster is: how can the big finale be brought about?

The following article details possible steps in bringing an RPG game to a smashing conclusion. It is presented in a generic fashion so as to be applicable to fantasy, science fiction, hotror, and other genres. The theme should be epic but at the same time intimately involve the player-characters. After all, everybody's got a stake in this one.

Apocalypse: The Prophecy

    The city of Shippar
    Will be tumbled to dust
    A virulent plague
    To be cast upon the north
    A red sign in the sky
    The flame-bearer in Orion

      --The Seven Prophecies of Shirak

The end of the world has been predicted in great detail by the oracles of old. It is a story that transcends cultural and national boundaries. Today's seers stand on street corners in dirty robes ranting about approaching doom. Of course, it's all been said before, and nothing happened then. No one takes them seriously, but there's one catch--this time they're right.

In this period, many new prophets appear, foretelling the forthcoming destruction. The time of Prophecy coincides with a rise in superstition and religious activity. Many people become much more interested in new faiths, occult beliefs, astrology, and mystic spirituality. Others join traditional religions, which experience a resurgence. Many beliefs have an apocalyptic element which is played up more than normal.

Special Event

There is usually a single special event that triggers the prophetic movement. It could be the approach of a certain date predicted by a renowned seer as a critical point. It might be the reoccurrence of a past incident which led to ruin or fulfillment of particular ancient prophecies. A current location may be identified with an ominous historical site.

An amazing discovery or new invention could be a harbinger of annihilation, as can unusual planetary alignments or the recovery of an ancient, mighty artifact. A general decay in morality and ethical leadership is a sign of the end. Note that the coming finale will not be generally recognized at this time, but a seed should be planted for the characters.

"Random" events on a world scale are an important part of the End times. These happenings should be part of the background for any type of campaign, but the unusual or mysterious aspects should be emphasized.

Specific Disasters

Specific disasters, both natural and manmade, should be detailed for the party. The fact that much of this information may come from a notorious teller of tales or the World Gossip Weekly can be used to mislead the PCs. The prophets of doom will herald each catastrophe as a sign of the end, but nothing will happen--yet.

Some of the odd phenomena that accompany the time of Prophecy are shimmering auroras, comets, damaging hailstorms, sudden tempests, brilliant meteor showers, ball lightning, unexpected eclipses, violent earthquakes, a nova or supemova, and volcanic eruptions.

There are also births of two-headed goats, sightings of Elvis, cattle mutilations, pizza sauce stains that look like demons, etc. Wise men and leaders provide perfectly reasonable explanations for these events. What, me worry?

In a technologically-based campaign, scientists may detect a new planet or unknown object out in space, unusual tectonic activity along a mid-ocean ridge, the spread of pollution, the outbreak of a new highly contagious disease, safety problems with a nuclear plant, overpopulation pressure, dissemination of a deadly narcotic, depletion of critical resources, proliferation of chemical weapons, or the discovery of a new, menacing species.

The growth of doomsday cults and survivalist groups accompanies the time of Prophecy. At first, these people are dismissed as cranks and zealots. Adventures can be woven around the rise of these cliques and their demented plots to steal needed items or advance doomsday.

If the PCs use their own foretelling abilities to find out what's going on, they will get equivocal and slightly forehoding responses. Perhaps one PC is given information that they are not permitted to share with others. So far, everything is just vague or unsubstantiated rumors. The main purpose of the prophetic period is to give the party a warning of what's up ahead. They will probably ignore it--like everyone else.

Apocalypse: The Onset

    The hug of the East
    Sends armies to war
    Thousands will die
    And thousands of thousands more
    Floods will ravage
    The Kingdom of six

      --The Seven Prophecies of Shirak

In the beginning, the omens of disasters are brushed off as coincidence by most people. Everyday life goes on, but the signs of approaching calamity slowly increase. A certain tension develops as uncertainty and unease spread.

The strange phenomena afflicting the world escalate in number and potency. They include poisonous winds or lethal outgassing, toxic rain, bizarre sights in the sky, reports of demonic possession, UFO sightings, solar electrical storms, magnetic pole shifts, outbreaks of diseases, or a plague of vermin.

Blood or stones fall from the sky, peculiar writing appears on the wall, miracles occur, masses witness strange visions, etc. These reports come mostly from remote places, but it's possible that a PC may have observe one of them.

There is a distinct increase in the number of tragic accidents that. Cities burn, ships founder, factories explode, toxic dumps leak, chemicals spill, buildings collapse, vehicles crash, food and water is tainted, nuclear facilities melt down, and so on. There may be fallout and mass poisoning from secret radiological biological-chemical tests. Blame is sometimes difficult to determine, but a scapegoat will eventually be found.

Ordinary natural disasters increase as well. Wildfires spread, sinkholes open up, the earth shakes, avalanches of rock, mud, and snow bury people, flash floods deluge towns, lighting strikes cause damage, rivers overflow their banks, killer bees swarm, normally inoffensive critters turn rabid, and so on.

Weather alters sapidly and without warning. Sudden storms become common. Sleet storms, blizzards, tomadoes, hurricanes, drought, heatwaves, and floods lead to famine. In the most extreme cases, climate stauts to change. Depletion of the ozone layer produces global warming. Cool areas become warmer, and the ocean level rises. Temperate regions may turn into tropics. On the other hand, a cold snap or "nuclear Winter" may cause a new wave of glaciation.

These events are reported by more credible sources, and some better evidence may be forthcoming. The PCs may be called to investigate, but theirs is likely to a frustrating task. Hard data is difficult to discover, and puzzles, secrecy, and deceptions abound.

Undefined fear and the continuing catastrophes distress businessmen and investors. The economy falters and unemployment rises, with a consequent rise in the crime rate and social disfunction. The party will see an increase in criminal encounters, escalating hostility among NPCs, and more run-ins with craziest People demand that their leaders do something.

Explanation...

At first, leaders and intellectuals dismiss the unusual events with facile explanations. They may try to hide disturbing news with cover ups, or distract the populace with amusements, fabricated happenings, or saber-rattling. Government becomes intrusive, asking citizens to spy on "trouble-makers". Larger groups of people begin to prepare for doomsday, under the tutelage of a few charismatic leaders who have predicted or taken advantage of the turn of events.

In the year 1000 A.D., many Christians thought the end of time was as hand. The response to the Black Death of the 14th century was similar. People gave away everything they owned, did good deeds, dressed in sackcloth and ashes, went on pilgrimages, and packed the churches, wailing and doing penance. Livestock were turned loose and stores distributed their merchandise free.

Throngs of zealots scourged themselves in processions. Laws were passed demanding austere and virtuous conduct. Extremist preachers fed the frenzy of the fearful crowds. This behavior became known as millenarianism. Throughout history, apocalyptic groups have repeated these actions.

Adventures can be arranged around finding out the time and form of the nearing finale. While prophesies may be too vague, somewhere there may be a mystic book, a wise man, a sacred object, or even a ancient structure (e.g. the Pyramids) that holds the clues. The PCs only have to find and decode it, or prevent it from falling into the hands of malevolent forces. These secrets may hold back the worst of the cataclysms or provide a means of escape.

In essence, this phase is normal territory for fantasy and supematural horror campaigns: evil forces are on the move, getting ready to destroy the world. The difference is that this time, Fate has decreed their triumph. The PCs can slow the process down, but they can't stop it. The stars are just too right.

Apocalypse: The Dreading

    Lost in a Roman wilderness of pain
    And all the children are insane
    All the children are insane
    Waiting for the summer rain

      --The Doors, The End

The time will come when the populace starts to realize that something is drastically wrong. Panic is the universal reaction. Culture shock sets in, and society starts to crumble. The economy collapses.

There are several traditional and unmistakable signs (or symptoms) that people consider indications of the end. They include a decisive military defeat, widespread religious fanaticism, destruction of a civilization, sweeping epidemics, massive natural disasters, and radical revolution. These are the triggers for the time of Dreading.

Although many nations suffer losses in wars, military defeat in this instance is the rout of one of the world's greatest states. A once-mighty country is brought low and everyone marvels at the turn of events. It could be invasion at the hands of barbarians, aliens, traditiona1 enemies, or former allies. In an RPG, it would probably be the PCs' homeland.

Religious fanaticism takes a bloody turn and a crusade is launched against"unbelievers". An inquisition terrorizes the populace. Conservative authorities try to repress heresy, and preachers claim direct revelations. Clerics inspire crowds to a state of religious hysteria and the mobs will fight to the death (either in the attack or defense).

Armed columns of zealots march against the countryside or seize control of urban areas, creating a new "holy city". They kill nonconformists and set up a theocratic government (this actually happened in Munster, 1534).

Suppression

Another possibility is the suppression of all religion and persecution of their adherents and others. Fear of doom is an angle played upon by fakes and con-artists to exploit the vulnerable. Cults flock to secret hideaways, and survivalists head for the hills. An all-consuming plague (such as the medieval Black Death) is another sign of trouble. There is no cure, and death comes horribly. People flee to remote areas.

Natural disasters increase, including volcanic waves, and earthquakes. Populated areas are devastated loss of life. Crops fail everywhere and nature goes wild, and domestic animals turn into vicious hunters. It not merely the overthrow of a government, but a social and cultural uprising that turns everything topsy-turvy.

The Russian Revolution dissolved an entire way of life, launching a feudalist country into headlong radical economic mode. Peasant revolts shook England (1358) were similar, attempting to replace the rule of kings and nohles by absolutist peasants. Lawyers, judges, and intellectuals are killed and everyone is put to work on the land.

Lies

When lies and diversions no longer have the public's attenrion, leaders will try to put the blame onthose who can't defend themselves. This leads to witch hunts and persecution. Propaganda fills the public with irrational hatred, and suspicious individuals are relentlessly pursued and arrested. An inquisitionlike system condemns them to torture or concentration camps. Those who confess get a merciful death--obstinate and unrepentant persons die slowly and dreadfully.

Government becomes inefficient and impotent. Leaders become completely corrupt. Many abandon their posts, or just ignore their work. What if the party discovers that their honored president is a secret Nazi, the nation's top scientist is developing a doomsday weapon, or the revered head of the largest religious renomination is a human-sacrificing devil worshipper? Where can they turn when those in power are part of the cause, not part of the solution?

Madmen appear in sizahle numbers, assailing the innocent with sudden viciousness. Many are indistinguishahle from true prophets. Assassins attack the few remaining virtuous leaders. The PCs may witness or be the target of these assaults, which occur without rhyme or reason.

In the face of disaster and social collapse, crime and terrorism become rampant. The lower classes are particularly hard hit, while the better-off try to maintain a state of denial. Looters and plunderers follow in the wake of tragedy. Soldiers and police neglect their duty, and even become bullies themselves. The nation grinds to a halt. If the end is coming, why work?

In the time approaching the final days, people will react in a number of different ways. Many, overwhelmed by the futility of it all, fall into apathy and disinterest. Others, afraid of what they can't or don't want to understand, maintain a rigid normality and refuse to acknowledge the impending doom. A few go even further and concentrate on a single hopeless task to the neglect of all else.

Morbid Obsession

The massive onset of death results in a morbid obsession for many people. All they talk about are wills, funerals, the passing of other people, and their own imminent demise. Death notices, funeral processions, and burials become common sights.

Those who see the end as the simple cessation of existence will attempt to make the most of their last days. They'll spend their time in feasting, licentiousness, and drunken revelry. They spend all their money recklessly, and could care less what happens to others.

There are also those individuals who want the end to come. First, there are twisted souls filled with hatred for mankind who relish the idea of obliteration. Second come the self-righteous who deem themselves select, and consider the destruction of the sinful masses fitting. Third are those so miserable that they welcome the end. Last are the very religious who see the final coming as the epitome of their existence and await in a state of near-ecstacy.

Doomsday ideas spread as fanatic and persuasive masters recruit more members for their sects. Cults spring up around all these ideas, some who want to hurry things along with mass suicide or mega-murder. Some go lemming-like to their deaths, others want to take as many others with them as possible. Many gather at sacred sites of ancient power (Stonehenge, Sedona in Arizona, etc.), and may even fight over them. Others converge on places of supposed safety.

Adherents of the above-described philosophies will abuse or attempt to enlighten the party as the case kits. Thus, depending on circumstances, the PCs will be attacked, sneered at, damned, or ignored. NPC friends or superiors may become antagonistic, join cults, or intrigue the party into hopeless causes. The PCs themselves can be caught in a disaster. The government is untrustworthy, and only propaganda can he obtained instead of reliable news. The party may have to try to stop a evil cult or leader before he can let loose some horrific scheme.

Note that at this point, although things are in a definite decline, much of the uproar is a product of hysteria. Economic depression, evil leaders, natural disasters, plagues, and wars have happened before. But things are about to get worse--much worse.

Apocalypse: The Horror

    It will come to pass in the Time of Sorrow
    That the howling pit opens
    And demons walk the face of the Earth
    Some in the shapes of foul beasts
    Others in the guise of men

      --The Seven Prophecies of Shirak

The final days leading up to the end will be a period of terrifying death and destruction. In a campaign setting with supernatural powers, this will be due to the effects of magic, monsters, and vengeful gods. In other cases, pollution or technology run riot. Prehistoric drowned lands rise from the seabed; the earth opens to reveal weird ruins.

People huddle in fear. Bonds of friendship and family are broken down by the reign of dread. Roads and fields are empty. Domestic animals become feral. Commerce, travel, and communications grind to a halt. Gangs of nihilistic killers go on a rampage. The world becomes wasted by war and contamination. A grim silence descends on the devastated areas. Simply getting around will be a challenge for the party.

Of War

War goes out of control. Armies that have been gathered for defense degenerate into bands of brigands, preying on the people and ravaging the land. Weaponry is used indiscriminately. The populace is suspicious, and considers everyone an enemy.

Spirits of the evil undead arise in massive numbers. Ghosts, zombies, ghouls, and vampires prey on the living. Grotesque things, previously hidden from the public, manifest themselves. Individuals simply disappear. Hauntings and bizarre psychic phenomena plague the frightened populace. For many, existence becomes a living nightmare, and smaller communities may be completely wiped out.

Monsters appear in the time of Horror in unstoppable amounts. Rare and fiendish creatures from the underworld become common encounters. They have fanatical morale, and return in stronger force after every defeat. They are better armed and led than before, and may disguise themselves as hunan.

The Four Horsemen of the Apocalypse are War, Famine, Pestilence, and Plague. They may be present as actual entities or simply show the effects of expanding chaos. Food, medical aid, and even simple directons are difficult to obtain.

One possibility is the arrival of a being of ultimate evil who takes on the semblance of a deliverer and great leader. Millions blindly follow him to their own annihilation. He becomes a supreme dictator, reveling in destruction while the world crumbles away.

The Time of Horror is too much for many poor souls. Mass insanity breaks out. Hallucinations and delusions are common. The party may be affected by this debilitating occurrence. In combat situations, they may fire on friends or develop other psychoses.

For the PCs, the time of Horror is futile battle against evermultiplying mobs of enemies. The most loyal and dependable NPCs suddenly desert or lose their nerve. Everyone is simply struggling to survive. It can only end one way.

Apocalypse: Armageddon

The end approacheth. On the eve of destruction, the world is in the grip of despair. But there is a final battle: perhaps between the forces of good and evil, or perhaps just a spasm of militaristic destructition.

In supernatural genres, immortal beings, lost races, and terrifying monsters emerge from their seclusion or hidden lairs to battle for supremacy. Great heroes who lie sleeping until needed will awake--like King Arthur, Charlemagne, and Frederick Barbarossa. Unspeakable things rise from slimy ocean depths or frozen hibernation. The largest monsters go on a rampage worse than a Godzilla film festival. Ragnarok, the battle between the good powers and the bad, pulls everyone into its path. Regardless of who wins, the battlefield covers the whole earth, and virtually everything is razed.

It is likely the death of the earth will be by fire and water. This can be a cataclysm such as that which destroyed legendary Atlantis, or a deluge of Biblical proportions. In technological settings, a nuclear holocaust, chemical-biological warfare, a massive meteor strike, solar eruptions, or vengeful computers and war robots bring about destruction.

The final calamity can be also be caused by collision or near-collision with a stellar object, evil magic, or the anger of a deity. World-wide volcanic eruptions obliterate nations, mountain ranges collapse, earthquakes rip apart the land, and whole continents sink into the sea.

The PCs' options for Armageddon are obviously limited. Here are a few:

Escape

The party joins with scientists or wizards who are building a spaceship or time machine or dimensional portal or ark or whatever in an attempt to avoid the final devastation.

Naturally, evil-doers, panicked mobs, and rivals want to get ahold of the device for themselves. If the PCs have their own means of escape, they need to save as many people as they can.

Safe Haven

There's rumored to be a place sheltered from the final trumpet of doom, where pence and security await. The PCs have to find it before it's too late.

The Big Self-Sacrifice

This choice is best for players whose characters have gotten bored with the campaign and just too powerful. By becoming martyrs in the last battle, they can save a small part of the world, and put their names alongside other legendary heroes.

Last Minute Deliverance

Beneficent aliens or unworldly powers rescue the party a GM device to save the PCs and give them a chance to start over somewhere else.

Apocalypse The End?

Is it really over? There may be a something left, a few survivors in a brave new world. If the PCs made it, this is a chance for the GM to create a new campaign, modify their characters, maybe even change game systems.

Get out your copy of Gamma Wars or Twilight 2000. Maybe that "safe haven" turns out to be Paranoia's Alpha Complex.

If it is truly The End, then world is blown to smithereens, or dissolves into chaotic nothingness. Kiss your PCs goodbye.

Another possibility is the that the bad guys win. These vile overlords squat in their black towers, subjugating the remnants of humanity. The ravaged earth is turned into a dismal death factory whose last inhabitants are enslaved and worked until they drop. The PCs can lead a guerilla resistance, but they'd better be pretty heroic to have even a ghost of a chance.

If the world still exists, then the things the party knew before will be irretrievahly gone. Technology (and maybe magic) is finished. Imagine a cyberpunk world whose inhabitants are reduced to fighting over gasoline a la Mad Max. Forget about cyber-implants; pass the dog food, mate.

Many believe that a new, better world will take the place of the old. The eradication is part of a cosmic cycle of death and renewal. If the PCs deserve it, they have a chance for fresh adventures in a pristine environment. So the old world is gone, but the game goes on. There is no final end, only another beginning.

    This is the end
    Beautiful friend
    This is the end
    My only friend, the end
    It hurts to set you free
    But you'll never follow me
    The end of laughter and soft lies
    The end of night we try to die
    This is The End.
      --The Doors, The End

End of the World Encounter Table

1: Drunken revelers invite PCs to party to oblivion. (3-18)
2: Survivalists ambush party for their equipment. (2-12)
3: Police/Soldiers at roadblock demand "toll." (2-24)
4: Zealot mob attacks party as unbelievers. (10-100)
5: Underworld fiends disguised as women/children in distress. (1-5)
6: Pilgrims beg party to accompany them to sacred site. (10-40)
7: Rich man giving away everything he owns.
8: Crazed seer ranting about doomsday.
9 Natural disaster strikes (earthquake, tomado, etc.).
10: Accident occurs (PCs vehicle wrecks, building collapses on them, etc.).
11: Bizarre sight in the sky.
12: Wailing penitents beg for mercy. (2-20)
13: Monsters attack. (2-20)
14: Bloody corpses. (1-20)
15: Wild animals attack. (1-10)
16: Dazed persons wandering aimlessly. (1-8)
17: Government agents arrest PCs. (1-6)
18: Cultists demand PC for sacrifice. (2-20)
19: Gang of crazed killers. (4-2,4)
20: Undead attack. (1-12)


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