RUNNING ENDINGS
Running Deaths
An Adventurer's death can strike up very personal feelings in the Players.
Discuss and agree how to handle Adventurer mortality during a Session Zero if possible.
Plan for how a Player may continue playing (if they desire) if their Adventurer falls in battle or due to circumstance.
Will they start a new Adventurer at roughly the same amount of Progress as the other Adventurers?
How can the ongoing story reflect the loss of an adventurer and hiring or drafting a new member to the adventuring group?
Comic book teams and how they lose and add members over time provide an example model which may help Guides weave these types of events into the ongoing story.
If an Adventurer dies during the story, give that event its proper acknowledgement within the story and among the group before moving on to a new Adventurer and continuing the story.
Running Resurrections
Can technology or magic restore a fallen Adventurer to life?
If so, what can a fallen Adventurer or their team members do to restore a slain comrade?
Will the Adventurer be temporarily or permanently injured or impaired in some way as a result of the trauma and restoration?
Must the Adventurer accomplish extraordinary actions to fully recover?
Running Retirement
Track each Adventurer's goal and retirement plans with separate plot loops or threads.
During session prep, review these goals and related plot threads as possible reward or treasure items to include in sessions helping Adventurers move steps closer to their goal.
Running Promotion to Mythic Status
Tracking Adventurer reputation can provide modifiers to NPC Reaction rolls.
This may dramatically affect which story options open or close for the group as a result of their own actions.
If the celebrity becomes too much for the Adventurer, but they have not achieved their chosen goal or retirement milestone, a promotion to mythic status may grant the player an additional “exit” from the story.
This can grant an opportunity for a Player to start over in some ways within the story while recognizing their Adventurer's impact on the world during their time.
The Player may grant the Guide permission to take over the Adventurer for recurring re-use as a known, famous NPC within the world.