This is a site where I publish tips for GMing and playing tabletop games, resources for GMs, original one-shots, campaign notes, homebrew details, and much more. There's over 250 guides, games, and articles as well as full campaign recaps and philosophy of gaming, so take a look around and get ready to step up your game!
Tuesday, July 29, 2025
Why It's Better to Make Something Bad and Original than Good and Copied
Monday, July 28, 2025
Visual Arts by Culture in My Homebrew Setting
Tuesday, July 22, 2025
Healing by Culture in My Homebrew Setting
Friday, July 18, 2025
The Value of an Epilogue
I've had this conversation with all the players in my Of Gods and Dragons campaign: tabletop game campaigns tend to end just after the finale, which is usually a resolution of whatever the "main quest" of the storyline is. There's a big fight or a dramatic reveal, and suddenly, the campaign is over. The player characters stop being played in many cases just as they truly accomplish something and are at the height of their power. Sure, you could play the same character in another campaign, but that's a relatively rare thing in my experience--typically, people roll up new characters for new campaigns. I know that the handful of times I've gotten to a player in tabletop games, it's rare that a campaign ends properly in the first place, so getting to the end of that long road and basically losing the character is very disappointing. Not to mention, the player characters now have renown and more power and probably compelling loot--they're at the best they've ever been, and they would surely do more incredible things given the chance, but that chance doesn't come. It's a problem in my view, and I have a solution.
The epilogue is a literary idea. In novels, particularly older or more abstract work often has an epilogue, a brief way to explain what happens after the story is over, usually showing how the characters and the world changes after the events of the story. Perhaps it's because I come from a Literature background, but as I started DMing seriously, I started instituting game epilogues. My first serious campaign took place in Talon Gorge, and because the player characters divided into factions and fought a civil war, the effects on the city were massive. I recognized this and closed out our finale session by providing some details about what would happen to the city and some very brief notes about what I thought each player character might get up to in the future. It was a little gesture, and it was entirely my input, but it got me thinking about epilogues.
My second serious campaign was Listen Check, a live broadcast and podcasted actual play D&D show. We played 60 sessions (a lengthy campaign by most standards), and I dedicated a final show to providing epilogue for the characters and world as well as answering behind-the-scenes questions about the campaign. It still wasn't very organized, but epilogues had become a regular part of my campaigns. I would later run the Eastweald campaign and the mystery campaign, both of which added new details to the epilogue format: the Eastweald was the first time I sat down and actually wrote out a detailed version of events that followed the campaign, and the mystery campaign was the first time I reached out to players to ask them what their characters would try to do after the campaign. Asking the players about character goals was a really big deal for me--I should have thought to do it sooner, but I'm glad I realized it at all. Check out the notes for the finale of the mystery campaign--it's long, it's detailed, and the player characters all got to have their own wishes for their characters honored. At this point, I felt like I had cracked it.
Enter the Of Gods and Dragons campaign. The problem I described up top--the player characters are at the height of their power and have agendas, so what do they do?--is triply true in Of Gods and Dragons. They completed their quest (dealing with the rift in the barrier between the mundane and gods' realms), they all became dragons, they're all at or above level 20 now, and they all have clear ideas about what they mean to do with their power. If I had simply said, "Okay, campaign's over; it's been fun!" then it would have ignored the herd of elephants in the room--Brokk, Aurora, and Lethanin are all major players in my world, and they obviously have plans which they have the power to execute. To end the campaign at that point would be insane, irresponsible, and insensitive to the players. I needed something bigger.
This cues another problem. In my world, dragons are functionally immortal unless slain. Logically, killing a dragon would be only easy for a god or a dragon, and the party saw to it that the gods are safely in their realm, while all remaining dragons are good-aligned. From my position as DM, there is no reason to hinder their actions, and further, immortality really complicates an epilogue--is there a true ending to their story in sight? I didn't think so, so I developed a new take on epilogues just for this campaign: a continuing solo roleplaying session in which each player independently guides their character through a full 100 years of epilogue before a final send-off session.
That's right, no typo--we're playing out a full century of epilogue for this campaign. I use the present tense because I'm still in the process of playing all this game time out. Brokk and Aurora's players will end up taking four full sessions (three hours each) to cover 100 years of, and Lethanin will end up with two longer sessions (over four hours). If you're doing the math, yes, that means 12+12+8=32 hours on epilogue alone. That's a radical thing, and I'm not arguing that every campaign needs this much attention to the epilogue. But the principle of it is clear, and I want to do a little thought experiment to explain why this fringe case of massive epilogue proportions teaches us all something.
Imagine you are to have your skin cut. Obviously, a small cut on a surface that won't hurt much is preferable, and a massive cut on a sensitive area could kill. But do all kinds of cuts hurt? Absolutely. Someone who's had a nasty papercut can attest that even though it's far from deadly and ultimately will just sting for a while and heal without a thought, it does still hurt enough to want to avoid. What I'm driving at is this: Of Gods and Dragons is like the big, deadly cut, and an average combat-focused campaign is like a little papercut. They don't need the same medical treatment (the amount of epilogue given), but both do hurt (they both still benefit from an epilogue in the first place). This is an imperfect metaphor, but the point is simply that just because you don't need 100 years of epilogue doesn't mean you don't need an epilogue at all.
I've spoken about my DMing career in terms of epilogues--I imagine most readers of this article are DMs, and I've made the case for a DM's perspective. Let me now switch to the perspective of a player. In my life as a D&D player, I've had two characters who truly satisfied me as a player: Amund Zigor (Zig to his friends), a morally troubled guard and cleric of St. Cuthbert, and Daisy Bloom (or Heather, Delia, Penelope, Gilbert, or Asp, depending on how you knew her), a reformed con artist and cleric of Idunna (a homebrew deity of spring my best friend developed for his setting). Let's talk about how epilogues impacted my experience of these characters.
Zig I played for a few years. He began as a hard alcoholic who was a corrupt guard using his power to torture and murder people. The party hated him. He was mostly just good at combat. As the campaign progressed, he opened up more and more to the restorative justice model of St. Cuthbert, becoming a gentler, more moral, and better person. By the time I had to leave the campaign due to a cross-country move, Zig was the party leader, beloved by all, and had become the moral heart of the campaign. Because the campaign carried on, Zig didn't get a proper epilogue per se, but my DM went way out of their way to produce a fairly long audio clip of my character being divinely exonerated and empowered, and that was basically my last session with the group. It was a send-off of sorts, and it meant a lot (and still does--it was very personal and impressive).
Then I played Daisy, who began as Asp, the con artist. I wrote her backstory extensively (it makes up the first two novels in the series I wrote about her), and playing her was the most dreamlike, amazing experience. Unfortunately, like many campaigns, this one was cut just short of finishing due to scheduling issues, and so the DM decided to tell the rest of the story via epilogue, which included carrying out characters up to several years after the campaign. It was through this epilogue that Daisy ended up in Capital City, where she's made her home in the final book in the series (book three is the campaign itself). I was perhaps a bit miffed by not getting to decide where Daisy went next, but looking back, getting the epilogue gave me direction in writing what did happen next.
I bring these examples up because I have a dozen other characters who never really got an epilogue at all. I played a character in Don't Rest Your Head for for over two years, and the campaign just kinda fell apart. My beloved character was then a source of wild stories about tabletop games, but Stig, my character, was just gone. The same happened with other characters, too--games fall apart regularly, and often, there is very little to be done about it. In cases like this, an epilogue can salvage an unsatisfying experience, at least in part. But also, my two very favorite characters I've ever gotten to play, separated by hundreds of miles and over a decade in terms of my experience, both got epilogues of sorts. I don't think that's a coincidence--I think it's cause and effect. In a long career of tabletop gaming, the characters that stand out are indeed the ones I put the most effort into and made the most personal, but I do that a lot--the epilogue seems to be a decisive factor here.
So perhaps you agree--epilogues are a good thing. But how do you go about making one? I follow a few steps to make mine, and part of it involves taking good notes--start there. When a campaign wraps up, I go back over my notes and pick out any names of characters worth writing about--obviously the player characters, but also major NPCs, NPCs who served an important role in the plot (even if only briefly), and beloved minor NPCs. Once you have a list that feels pretty complete, it's time to start writing, and what we're going for is something that will be satisfying. Let's use the mystery campaign epilogue as an example:
The epilogue begins with the player characters: Beor, Ais, and Montana. You'll note each one gets a full paragraph. It's worth noting that I took what the players wanted (Montana wanted to return home and be a changed man), and then added something (Montana's wife deciding to join him on the road). Each one has just a touch of struggle to show that everything isn't just magically perfect after the campaign (Beor continuing to fight the battle for the city), but also gave a sweet touch to each one so that the happiness of the epilogue is clear (Ais' actions making the city better in unexpected ways). The goal is to make your players feel that their character continues living, but in a way that honors them and their actions (a happy ending for characters who fight for good, a fitting end for villainous characters, or whatever would be satisfying to the player). I want to add that satisfying does not mean that the player gets everything they could ever want--that's actually a pretty unsatisfying ending, which I can say as someone who's gotten it. Continuing on as a better version of themselves with real effects from their actions is the best possible outcome.
Then we move to major NPCs, like in this case, Riviel Jasimir (the villain of the campaign), Lyssbetonk Cogswagon (an inventor central to the mystery), and Tajana (the assassin the group was chasing). It's worth noting that I added a couple more minor positive NPCs first in the list to preserve the positive momentum of the party before getting into the just desserts of the villains and the second life of the would-be victim. With villains, a punishment that would embarrass them is my favorite (Jasimir dying as an unknown random person, Tajana taken by random chance as was her style of violence); with close allies, you want to leave them greatly improved (kind of a turning point moment given by the party), hence Cogswagon's turn to humanitarian inventing rather than purely theoretical. The goal is to make the NPCs feel the actions of the player characters, so Jasimir and Tajana, who the party hated, needed to meet bad ends, while Cogswagon, who the party loved, needed to get a happier ending.
Then we get into minor NPCs. Some of these are just people who helped out in a session or two (Baldwin Weams, Dulk Sart, Quarsa Fielt) or more humorous characters who the party latched onto (Derek the Dandelion, Carl Sjunior, Nyrill Genellon). But they were crucial parts of the campaign, either as sources of evidence of critical help, and bringing them up in the epilogue makes every player go, "Oh yeah! The talking dandelion who told us about the murder suspect! I'm glad he got such a nice ending." It allows your players to reminisce about good times in the campaign, remembering things that had been basically lost to your session notes.
And that's another strength of the epilogue--it lets your party reflect on everything. The mystery campaign epilogue is pretty long, and that's in part because the party did so much. They met loads of people and did incredible things, and we all know from experience that details get forgotten quickly in tabletop games. There's just too many details to keep in mind all at once. So the epilogue (from those good notes you've kept) will let you go back, fondly recall them yourself, and then make something that will allow your party to reminisce and get some closure on the campaign.
Closure, at the end of the day, might be the most important thing. We make these characters, inhabit their minds, speak and act through them, share an emotionally vulnerable space at the table with them, and in some ways, truly live as them. When our time with a character ends, we need closure to be able to leave that massive emotional experience behind. I know that saying goodbye to Zig and Daisy was very hard, even with the epilogues given to them, and it was even harder to lose characters without it. It was like losing a piece of myself. I needed closure.
You can give your players that closure, and it's especially necessary if your campaign ends early. Creating an epilogue takes me about as long as preparing for a normal session, so it's really not a huge undertaking to add to a campaign. Distributing it to your players is easy and can be fun--an in-person or online session can be a great place to go over the epilogue together and share thoughts and memories from the campaign. Typing up your epilogue can also allow you to distribute your epilogue digitally--my DM who let me run Daisy sent out a long document on Discord to all of us players. There's really no more to the process--the art is crafting satisfying endings. I must say again--ask your players for a direction to take their epilogue in. They're likely to give you a few ideas that you can work broadly with. I promise it's a more satisfying way for the process to go, and players are always delighted to discover how their intention translates into an effect in the gameworld.
My final word: epilogues evolved naturally for me. They felt necessary in the Talon Gorge campaign, and I went with it. I kept at it, refining and expanding. Today, I'm looking forward to the final three sessions of my century-long epilogue for Of Gods and Dragons, and I have to say--I'm very satisfied so far. I don't want to spoil too much before the epilogues drop here on Over the DM's Shoulder, but I will say that there are some massive surprises already in place with surely more to come. To return to the first thought in this article, why stop when your player characters are at the top of their game? Why send your players away without closure, with lost opportunity to enjoy the campaign together one more time, with no say in what the rest of their character's life will be like? You don't have to. Try making an epilogue. The worst that will happen is that it won't be what you hoped, and you can either abandon it or try again with new understanding. But as a longtime GM, I promise you that you can make an epilogue work, and the results will be more than worth it.
That's all for now. Coming soon: contributions to healing in my homebrew setting, the visual arts in my homebrew setting, and why it's better to make something unique and bad than copied and good. Until next time, happy gaming!
Education by Culture in My Homebrew Setting
Thursday, July 17, 2025
Flags of the Cities of Evanoch
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An edit of the map I recently made with the flags added. |