Players try their best to change the worlds they play in. However,
that may not always lead to the results they expect. This is a bit of
a difficult topic though. While this makes sense, players don't often
like seeing their actions lead to ruin. The question that remains is
how do we handle it then? How do we handle bad outcomes and bad
endings? This piece is the results of my thoughts on the matter.
Is It A Problem?
The first question that comes up as a result of this line of thinking
is whether or not a bad ending is something that is inherently a bad
thing. When I say that, I mean an ending where the players don't
quite accomplish what they set out to do. They fell short. They may
have made great changes that in the long run make all the difference,
but it might not feel like enough. Again, like I've said so many
times before, I think this will depend heavily on your group. Having
a deserved bad ending could very well be what players expect and
want. It's the other side of being able to influence the world they
are playing in. However, in these situations the actions of players
still influence the ending. It's just that the result is far from
desirable. On the other hand, some players would prefer that they
fell short of their victory instead of actively resulting in a worse
situation. What this means can vary greatly as well. It could be that
by failing their goal things lead to a bad outcome but they were
close to accomplishing it, or it could mean that the outcome, while
better than where things started, was less than what they had hoped
to achieve.
Earned Outcome
Regardless of the outcome that results, it needs to feel earned. This
is quite the nebulous term, just like what a bad ending really is,
and what feels earned will depend on your group. In some
circumstances and in some groups, a “good ending” may seem too far
fetched. They are expecting something bitter sweet. Others might
expect that if they do things right and try hard enough, they'll
still be able to pull off a perfect ending. It also depends on the
kind of campaign you are running. Having an ending that breaks the
tone cultivated through the rest of the campaign probably won't feel
earned. It's really more of an art than a science like many elements
of tabletop gaming.
Still Leaving Their Mark
I've touched on this idea lightly, but I also feel it needs to be
addressed directly. Just because things didn't go as planned doesn't
mean that the players didn't leave a mark on the story. In fact, if
you are playing a tabletop game and the players didn't leave a mark
on the events of the campaign in some way, I'd be very surprised. It's in the
nature of collaborative story telling that players will shape events
no matter how hard you try to plan things. Even if things lead to
disaster it should be the player's disaster. Simply leading to the
same disaster probably won't be satisfying.
The Classic Bitter Sweet
The safest approach for a “bad ending” is to aim for a bitter
sweet one. The players still influenced events and lead to outcomes,
but didn't get everything that they wanted. This involves letting
players leave their mark, but also letting them succeed to some
extent. It's that combination of failure and success that tends to
make this kind of ending palatable and often seeming like the most
realistic outcome of events. Not every ending will require this, of
course, but when talking about bad endings it's one type that deserves to
be mentioned specifically.
The Importance of Consequence
All of this feeds back into the idea of consequences for actions. The
players acted. This leads to results. These results lead to the
ending. If they have failed, that ending will be a bad one. The
specifics and the means by which this chain gets created leaves a lot
of freedom, but maintaining this chain in some way is generally a
good idea. The next campaign could be trying to clean up the mistakes
of their previous characters, or it could be tackling the same
campaign knowing their previous faults. There are a lot of things
that can happen here. However, the idea that leads us to this point,
forces us to thinking about this topic, and makes bad endings a
viable way to end a campaign is consequence. And these consequences
should be earned and shaped by the players.
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