How to properly conclude as a GM?

By NanoHvirus, in Dark Heresy Gamemasters

Hi all, I was going to try and GM one of the Dark Heresy sample campaigns, being a huge 40k fan.

I read through the whole adventure (The Shattered Hope adventure) but I'm unsure about how to conclude an adventure like this.

What I mean is that, once the players defeat the boss and complete the adventure, what do you say to conclude in a properly atmospheric way? Besides saying something like "congratulations, you beat the big bad evil daemon," is there a proper way to conclude in general? My first thoughts are to leave it open-ended and ominous.

(Disclaimer: I have very little experience GM'ing. Any additional advice that you think is vital for newbies to know would be wholly appreciated!)

Thanks for any and all input!

There are many wrong ways to conclude an adventure, but I'd say there is not a single "right" way.

Personally, I like official debriefings. You could have the Inquisitor assess the team's performance, maybe ask a couple questions the characters have to answer in order to tie up any loose ends. If you want to end it on an ominous note you could have the Inquisitor drop a few hints about worrying reports, indicating that this may not have been the end after all, but simultaneously make it clear that the team's attention is for now required elsewhere or that another group of agents will gather information whilst the player characters have earned some downtime to wind down, calm their souls in prayer, resume specialised training, etc.

Alternatively, if you're a good orator, you could write a proper medium-sized "epilogue" you read out loud to your players, and narrate a dark and twisted final scene in third person perspective, leaving it open-ended and then go "but that's a tale for another day" or something like that?

Edited by Lynata

I once did an abrupt scene-change after they had resolved the main plot-problems of Tattered Fates and defeated the main-baddie.

Basically they were suddenly sitting in the bar/lounge of the transport ship back home, and having an informal post-op discussions. I used improv-techniques and asked them questions like "How did you manage to take out that daemon and suicide cultist death-squad singlehandedly?" and have them come up with "plausible" explanations post-fact rather than play through it all using regular rules. It was kinda fun, and drove all sorts of (implausible) cooperative storytelling among the players.