End game content.

End game content.

End game content.

So there have been a couple of posts that have me thinking about end game content. When all your crew is teir 3 or 4. You have 4 pips in your major skill, 27 different playbook abilities and roll atleast 4 resist die for any given challenge what challenges can the gm throw at you to make this fun?

Additionally other than 4 die for the entanglement rolls is there any real disadvantage to a maxed out wanted level?

Basically what I am considering is how best to gm late game content?

13 thoughts on “End game content.”

  1. 1. If it’s still fun, keep playing. Powerful, effective characters can still be a lot of fun, depending on what your group enjoys. “Challenges” aren’t the only fun things in gaming — and not everything can be achieved merely with some good dice rolls. In my experience, the hard choices never go away. But YMMV.

    2. Retire the game and start a new one. Either as a new crew, or a new batch of starting characters within the established crew.

  2. I feel like it’s a matter of scale, as Tier indicates. At the lowest level, they scuffle over territory and loose change. By the time you get to the end game, ideally they’re enmeshed in the power balance of the city.

    Then you get to the secrets of the city, and the power players who can’t be bothered with you until you get to be a certain size. You keep seeing a bigger and bigger world as you get bigger, and the world is compelled to form opinions on you as you enter the larger stage.

    Rather than generic challenges, I think that’s where you either look at what the group has always been about and turn it inside out with changes to their context, OR they molt and need a new shell because they outgrew the old one.

    I don’t know about mechanics, but if I had a crew that was Wanted 4 then I would be constantly harrassing them with bounty hunters, and one by one the money would be too good, so their allies and contacts would succumb to trying to sell them to the government for a payday. To me the theme of being wanted is an increasingly powerful isolation, and nobody survives alone in this city.

  3. Other than the entanglement roll, the main downside of a high wanted level is that it increases incarceration time and the size of the gangs the Bluecoats send after you.

  4. My go-to for situations like this is to go big. My stance is always that GMs have the right to royally obliterate the world whenever they so choose so long as it fits within the framework set up by the books. Typically this means going out with a bang to start up a new group (In the same or a different continuity) but it can make a last hurrah quite lengthy and memorable.

    A few of the Ideas I’ve had but can’t implement in my own game:

    The emperor is actually a demon, he’s been helping humanity survive long enough to repopulate to the point at which he can harvest human souls to open a gate and allow the full forces of the underworld to finally re-take their birth right. That time is near and your crew has learned of this plan.

    The ever nearing moon isn’t just some astronomical event, but rather the moon itself is a giant leviathan seeking to devour the world. It has just awakened from its long slumber and revealed its full horror to the world. The various continents begin making their own super weapons but age old rivalries and hatreds prevent them from coming together to solve this crisis. Thus your motley crew has made the decision to slice, steal, and swindle their way across the world to build the ultimate super weapon.

    A deranged Leech has created an army of self-replicating hulls. They harvest people for ghosts which they use to power their newest soldiers. The army swept over duskwall in a matter of days, slaying or capturing most of the city as they did. Now the crew must mount an underground rebellion against this indomitable threat.

  5. Thanks guys for all the cool idea’s. The last week turned upside down due to immigration issues so I was delayed responding just wamted to thank everyone for their help.

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