Last week, the question was asked, and you answered: 64% use the wheel attachment when playing Mario Kart, while 36% use some other form of control to guide Bowser off the edge of the haunted house level. I haven’t gotten to play as much Mario Kart as I’d like, but the wheel is definitely my favorite way to go. It’s probably more effective to use the Game Cube and do all sorts of power slides and whatnot, but damn if it isn’t fun to move that wheel all over the place. The disadvantage is that now I try to move the wheel all over the place when driving my real car, and I’ve yet to find the button to launch turtle shells at the other drivers.
Yesterday, I wrapped up my D&D campaign. It had been running since last August on a fairly regular basis, and from its inception it was designed to wrap-up just before fourth edition came out. Well, that’s behind me now, and other than a few one-shots this summer, I’m fairly confidant that I’m done with 3.5. (As evidenced by some of the stuff in yesterday’s game, not a moment too soon.)
As it came to a conclusion, I relied upon a lot of advice from other GMs on how to end the campaign. I haven’t had a chance to end a campaign in a few years, and that wasn’t even D&D. I always like being able to wrap things up and give a satisfying conclusion to the game… even if I do eventually revisit the world.
So, for you RPG players and GMs out there…
And I mean games that you would actually consider campaigns, leaving aside one-shots and mini-series that run on a relatively short time frame.