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* In ''TabletopGame/MorkBorg'', every in-game day the GM rolls a die, and on a roll of 1, one of the Miseries from the Prophecies of Nechrubel happens, changing the game world in sometimes drastic ways. You plan the length of your campaign by choosing a die size (a d100 will likely give you a very long campaign, a d6 a very short one), and after every Misery you drop a die size. When you roll your seventh Misery, [[TheEndOfTheWorldAsWeKnowIt the world ends]]. You can start a new game, or do as the book tells you to and burn it.
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** [[TabletopGame/AdvancedDungeonsAndDragons1stEdition AD&D 1st Edition]] supplement ''Deities and Demigods Cyclopedia'' (1980). When {{PC}}s reach high level, raise their ability scores to divine levels and gain a body of worshipers, they can [[DeityOfHumanOrigin ascend to godhood]]. They immediately become {{NPC}}s under the Dungeon Master's control.
** [[TabletopGame/AdvancedDungeonsAndDragons2ndEdition AD&D 2nd Edition]]: The basic game books only provide support for the {{PC}}s to reach 20th level. The ''Dungeon Master Guide'' suggests that {{PC}}s who reach that level retire to "[[DemotedToExtra semi-NPC]]" status where they leave active play and devote their time to non-adventuring duties but remain present in the game world. TSR later caved in and released the ''High-Level Campaigns'' book in 1996 for levels up to 30 again.

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** [[TabletopGame/AdvancedDungeonsAndDragons1stEdition AD&D 1st Edition]] supplement ''Deities and Demigods Cyclopedia'' (1980). When {{PC}}s [=PCs=] reach high level, raise their ability scores to divine levels and gain a body of worshipers, they can [[DeityOfHumanOrigin ascend to godhood]]. They immediately become {{NPC}}s under the Dungeon Master's control.
** [[TabletopGame/AdvancedDungeonsAndDragons2ndEdition AD&D 2nd Edition]]: The basic game books only provide support for the {{PC}}s [=PCs=] to reach 20th level. The ''Dungeon Master Guide'' suggests that {{PC}}s [=PCs=] who reach that level retire to "[[DemotedToExtra semi-NPC]]" status where they leave active play and devote their time to non-adventuring duties but remain present in the game world. TSR later caved in and released the ''High-Level Campaigns'' book in 1996 for levels up to 30 again.


** [[TabletopGame/AdvancedDungeonsAndDragonsSecondEdition AD&D 2nd Edition]]: The basic game books only provide support for the {{PC}}s to reach 20th level. The ''Dungeon Master Guide'' suggests that {{PC}}s who reach that level retire to "[[DemotedToExtra semi-NPC]]" status where they leave active play and devote their time to non-adventuring duties but remain present in the game world. TSR later caved in and released the ''High-Level Campaigns'' book in 1996 for levels up to 30 again.

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** [[TabletopGame/AdvancedDungeonsAndDragonsSecondEdition [[TabletopGame/AdvancedDungeonsAndDragons2ndEdition AD&D 2nd Edition]]: The basic game books only provide support for the {{PC}}s to reach 20th level. The ''Dungeon Master Guide'' suggests that {{PC}}s who reach that level retire to "[[DemotedToExtra semi-NPC]]" status where they leave active play and devote their time to non-adventuring duties but remain present in the game world. TSR later caved in and released the ''High-Level Campaigns'' book in 1996 for levels up to 30 again.


** [[TabletopGame/AdvancedDungeonsAndDragonsFirstEdition AD&D 1st Edition]] supplement ''Deities and Demigods Cyclopedia'' (1980). When {{PC}}s reach high level, raise their ability scores to divine levels and gain a body of worshipers, they can [[DeityOfHumanOrigin ascend to godhood]]. They immediately become {{NPC}}s under the Dungeon Master's control.

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** [[TabletopGame/AdvancedDungeonsAndDragonsFirstEdition [[TabletopGame/AdvancedDungeonsAndDragons1stEdition AD&D 1st Edition]] supplement ''Deities and Demigods Cyclopedia'' (1980). When {{PC}}s reach high level, raise their ability scores to divine levels and gain a body of worshipers, they can [[DeityOfHumanOrigin ascend to godhood]]. They immediately become {{NPC}}s under the Dungeon Master's control.
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* ''TabletopGame/{{Scion}}: Ragnarok'' has... well, [[ExactlyWhatItSaysOnTheTin Ragnarok]], the final battle that ends the world in Norse myth. It's highly assumed that almost every NPC - and most of the player characters - will not live to see its end, but [[HeroicSacrifice you can damn sure go out fighting]].
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* Most TabletopGame/PoweredByTheApocalypse games include Character Endgame mechanics:

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* Most TabletopGame/PoweredByTheApocalypse UsefulNotes/PoweredByTheApocalypse games include Character Endgame mechanics:
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* ''TabletopGame/{{DIE}}'', like the comic it's based on, tells stories about characters from a mundane modern world (Personas) trapped in TheGameComeToLife, where they're heroic Paragons in the eponymous fantasy world, which is fuelled by their flaws and conflicts. To leave, and end the campaign, all surviving Paragons simply need to assemble in one place and unanimously agree to leave. The catch is that at least one will be an adversary, the Master who initially trapped them in the world of DIE. And the game will actively try to persuade more of them to stay. The key word is ''surviving'', though - anyone who's dead or undead ('Fallen') doesn't get a vote.
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* ''TabletopGame/{{Pendragon}}'' naturally ends with the Battle of Camlann, in which Myth/KingArthur dies alongside all but one of the player characters. The rule explicitly state that [[FissionMailed the fighting continues until the second-to-last PC drops.]] Arthur then [[DyingWish tasks the last survivor]] with returning Excalibur to the Lady of the Lake, and after he's done so, the campaign is over.

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* ''TabletopGame/{{Pendragon}}'' naturally ends with the Battle of Camlann, in which Myth/KingArthur dies alongside all but one of the player characters. The rule explicitly state that [[FissionMailed the fighting continues until the second-to-last PC drops.]] Arthur then [[DyingWish tasks the last survivor]] with returning Excalibur {{Excalibur}} to the Lady of the Lake, Myth/TheLadyOfTheLake, and after he's done so, the campaign is over.
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* ''TabletopGame/HeartTheCityBeneath'': Each class has several Zenith abilities which significantly affect the local area and then remove the character from the game. Typically, two are some sort of retirement (often one broadly positive, the other a darker path) whereas the third is triggered by a character death.

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Note that the term "[[UsefulNotes/RolePlayingGameTerms endgame]]" is used differently in {{MMORPG}}s, where it refers to all the content that is restricted to players who have reached the LevelCap.

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Note that the term "[[UsefulNotes/RolePlayingGameTerms endgame]]" is used differently in {{MMORPG}}s, [[MassivelyMultiplayerOnlineRolePlayingGame MMORPGs]], where it refers to all the content that is restricted to players who have reached the LevelCap.




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*** With ''Imperial Mysteries'' making archmages playable, they too can do this by [[RealityWarper rewriting reality]] in accordance with their transcendent will and [[AscendToAHigherPlaneOfExistence Ascending]] to the Supernal Realms permanently.

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*** With ''Imperial Mysteries'' making archmages playable, they too can do this by [[RealityWarper rewriting reality]] in accordance with their transcendent will and [[AscendToAHigherPlaneOfExistence Ascending]] to the Supernal Realms permanently.permanently. The book includes a diceless sytem for one possible Ascension strategy, where the archmage transcends the physical world by [[RealityWarper rewriting reality]] to suit their will in a series of great quests.



* ''TabletopGame/TheOneRing'': If a player character retires, [[KarmaMeter falls to the Shadow]], or [[DeathAsGameMechanic dies]], the player's next character is assumed to have been mentored by the old one and starts with bonus [[ExperiencePoints XP]] proportional to the old one's. Voluntary retirement provides the greatest XP boost.

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** In ''TabletopGame/BeastThePrimordial'', Beasts who want to leave their vestigial humanity behind forever in favour of their [[PowersViaPossession symbiotic Horror]] can work towards an Inheritance:
*** If they raise their Satiety stat to the {{Cap}} and then die, their Horror becomes an "Unfettered" spirit, free to roam the [[SpiritWorld Primordial Dream]]. At most, it inherits remnants of the Beast's memories and personality.
*** If they [[FusionDance physically merge]] with the Horror, they become "Rampant", a mindless creature of pure hunger that's unleashed upon the physical world.
*** If they become powerful enough and succeed in a quest to prove their dominance, they become a "Beast Incarnate", a [[MergerOfSouls perfect symbiosis of mortal and Horror]]. Although they're still technically playable, the game suggests that they're better as plot devices than as {{Player Character}}s or straightforward antagonists, as their new powers are beyond the scope of the game.
* ''TabletopGame/TheOneRing'': If a player character retires, [[KarmaMeter falls to the Shadow]], or [[DeathAsGameMechanic dies]], the player's next character is assumed to have been mentored by the old one and starts with bonus [[ExperiencePoints XP]] proportional to the old one's. Voluntary retirement provides and HeroicSacrifice provide the greatest XP boost.

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Ever since the original ''TabletopGame/DungeonsAndDragons'', [[TabletopRPG pen-and-paper role-playing games]] have distinguished themselves from most other game formats by not having a clear condition for "winning" them. You could, technically, ''lose'' them if your PlayerCharacter died, but then you just [[HonestRollsCharacter rolled-up]] a new one and continued playing. A campaign could last for as long as the PlayerParty and the GameMaster cared about it, with no [[GameMechanics mechanics/rules]] provided by the GameSystem for when and how to wrap it up.

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Ever since the original ''TabletopGame/DungeonsAndDragons'', [[TabletopRPG pen-and-paper role-playing games]] have distinguished themselves from most other game formats by not having a clear condition for "winning" them. You could, technically, ''lose'' them if your PlayerCharacter died, [[DeathAsGameMechanic died]], but then you just [[HonestRollsCharacter rolled-up]] rolled up]] a new one and continued playing. A campaign could last for as long as the PlayerParty and the GameMaster cared about it, with no [[GameMechanics mechanics/rules]] provided by the GameSystem for when and how to wrap it up.


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* ''TabletopGame/TheOneRing'': If a player character retires, [[KarmaMeter falls to the Shadow]], or [[DeathAsGameMechanic dies]], the player's next character is assumed to have been mentored by the old one and starts with bonus [[ExperiencePoints XP]] proportional to the old one's. Voluntary retirement provides the greatest XP boost.
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** In ''TabletopGame/ChangelingTheLost'', this is the BadEnding: Changelings who reach the highest level of Wyrd are in danger of [[spoiler:losing their minds, forsaking their humanity, and returning to [[LandOfFaerie Arcadia]] to transform into a soulless True Fae]].

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** In ''TabletopGame/ChangelingTheLost'', this is the BadEnding: Changelings who reach the highest level of Wyrd are in danger of [[spoiler:losing losing their minds, forsaking their humanity, and returning to [[LandOfFaerie Arcadia]] to [[AndThenJohnWasAZombie transform into a soulless True Fae]].

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Alphabetizing examples; adding links to work pages for Dungeons And Dragons editions; adding context to AD&D 2nd Edition example; and crosswicking example from SIGMATA This Signal Kills Fascists work page.


* ''Cerebos: The Crystal City'' is about the player characters' journey via train from the nameless City by the Sea to the eponymous Cerebos in search of their lost memories. Along the way the players deal with various dangers at Stops and Events, and establish which character is [[TheProtagonist the Seeker]] (who learns their secret goal, and whose story the campaign will focus on) and which are Saints (who try to help the Seeker complete their secret goal, [[BeCarefulWhatYouWishFor which isn't always a good thing]]) and Demons (who try to convince the Seeker to let go of their past, [[KnowWhenToFoldEm which isn't always a bad thing]]). Eventually, the players reach Cerebos and deal with one last Danger, after which each surviving player takes an epilogue roll to see how their adventures played out.
* ''TabletopGame/{{Heroine}}'' has Campaign Endgame rules for the Heroine's return from the magical land (usually after saving it from the Villain and growing up as a human being), which structure the epilogue narration also detailing the fates of her Companions and the magical land itself.



* ''TabletopGame/{{Heroine}}'' has Campaign Endgame rules for the Heroine's return from the magical land (usually after saving it from the Villain and growing up as a human being), which structure the epilogue narration also detailing the fates of her Companions and the magical land itself.

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* ''TabletopGame/{{Heroine}}'' has Campaign Endgame rules ''TabletopGame/{{Mythender}}'' isn't mainly meant for longer campaigns, but there is an optional rule whereby a setting starts with six Greater Myths for the Heroine's return players to End. If the number drops to zero, Mythic Norden itself has been Ended and is [[TheMagicGoesAway replaced by a mundane world where humans are free from gods and monsters forever.]] If, on the magical land (usually after saving it from other hand, the Villain number ever rises to twelve (which it can, since every Mythender who [[HeWhoFightsMonsters suffers apotheosis becomes a new Greater Myth]]) then [[DownerEnding Mythic Norden has become so powerful that it can suppress the creation of Mythenders and growing up as a human being), which structure the epilogue narration also detailing the fates of her Companions and the magical land itself.will thus endure forever.]]



* ''TabletopGame/{{Mythender}}'' isn't mainly meant for longer campaigns, but there is an optional rule whereby a setting starts with six Greater Myths for the players to End. If the number drops to zero, Mythic Norden itself has been Ended and is [[TheMagicGoesAway replaced by a mundane world where humans are free from gods and monsters forever.]] If, on the other hand, the number ever rises to twelve (which it can, since every Mythender who [[HeWhoFightsMonsters suffers apotheosis becomes a new Greater Myth]]) then [[DownerEnding Mythic Norden has become so powerful that it can suppress the creation of Mythenders and will thus endure forever.]]
* ''Cerebos: The Crystal City'' is about the player characters' journey via train from the nameless City by the Sea to the eponymous Cerebos in search of their lost memories. Along the way the players deal with various dangers at Stops and Events, and establish which character is [[TheProtagonist the Seeker]] (who learns their secret goal, and whose story the campaign will focus on) and which are Saints (who try to help the Seeker complete their secret goal, [[BeCarefulWhatYouWishFor which isn't always a good thing]]) and Demons (who try to convince the Seeker to let go of their past, [[KnowWhenToFoldEm which isn't always a bad thing]]). Eventually, the players reach Cerebos and deal with one last Danger, after which each surviving player takes an epilogue roll to see how their adventures played out.

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* ''TabletopGame/{{Mythender}}'' isn't mainly meant for longer campaigns, but ''TabletopGame/SIGMATAThisSignalKillsFascists'': The Resistance getting close to victory triggers the Great Betrayal -- one of the four Resistance factions destroys one of the others and joins with the remains of the Regime in the hopes of [[FullCircleRevolution setting up a new dictatorship with themselves in charge.]] The remaining two factions band together and there is an optional rule whereby a setting starts with six Greater Myths for final battle over the players to End. If the number drops to zero, Mythic Norden itself has been Ended and is [[TheMagicGoesAway replaced by a mundane world where humans are free from gods and monsters forever.]] If, on the other hand, the number ever rises to twelve (which it can, since every Mythender who [[HeWhoFightsMonsters suffers apotheosis becomes a new Greater Myth]]) then [[DownerEnding Mythic Norden has become so powerful that it can suppress the creation fate of Mythenders and will thus endure forever.]]
* ''Cerebos: The Crystal City'' is about the player characters' journey via train from the nameless City by the Sea to the eponymous Cerebos in search of their lost memories. Along the way the players deal with various dangers at Stops and Events, and establish which character is [[TheProtagonist the Seeker]] (who learns their secret goal, and whose story the campaign will focus on) and which are Saints (who try to help the Seeker complete their secret goal, [[BeCarefulWhatYouWishFor which isn't always a good thing]]) and Demons (who try to convince the Seeker to let go of their past, [[KnowWhenToFoldEm which isn't always a bad thing]]). Eventually, the players reach Cerebos and deal with one last Danger, after which each surviving player takes an epilogue roll to see how their adventures played out.
America.



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%% This section has been alphabetized. Please add new examples in the correct place. Thanks!
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* Actually zig-zagged in ''TabletopGame/DungeonsAndDragons'', where some editions allow for [[TabletopGame/EpicLevelHandbook indefinite high-level play]] and others provide endgame scenarios for top-level characters.
** ''AD&D 1E'' supplement ''Deities and Demigods Cyclopedia'' (1980). When {{PC}}s reach high level, raise their ability scores to divine levels and gain a body of worshipers, they can undergo divine ascension and become deities. They immediately become {{NPC}}s under the Dungeon Master's control.
** ''AD&D 2E Dungeon Master's Guide'' said that the basic game books only provided support for the {{PC}}s to reach 20th level, suggested that {{PC}}s who reached that level be retired from play, and provided advice on how to do so. TSR then caved in and released the ''High-Level Campaigns'' book in 1996 for levels up to 30 again.
** The colored-box versions generally do this recursively: characters can level up to demigodhood, whereupon they can rest on their laurels or voluntarily DePower themselves and live another mortal life. If they ascend again, they AscendToAHigherPlaneOfExistence and vanish into realms unknown.
** In the original version of the tabletop version of ''TabletopGame/{{Dragonlance}}'' for ''Dungeons & Dragons'' characters were limited to 18th level -- it was explicitly stated that the gods would send any characters who exceeded this to another world, presumably to prevent very powerful characters from attempting to kill a god and to take their place as Raistlin attempted (he was 18th level at the time).
** In the ''3E'', the "Risen Martyr" PrestigeClass from the ''Book of Exalted Deeds'' allows a dead character to return to life as a [[PurposeDrivenImmortality Deathless]]. In exchange each new CharacterLevel they gain must be in Risen Martyr, and when there are no more levels of the class left to take they AscendToAHigherPlaneOfExistence.
** ''4E'' provides Epic Destinies that govern the top ten character levels, each of which has an endgame for a top-level character who achieves their Destiny. Demigods [[DeityOfHumanOrigin ascend to godhood]], Archmages merge with magic itself, tricksters [[ShroudedInMyth fade into legend]], and so on.

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* Actually zig-zagged ''TabletopGame/BladesInTheDark'' forces the Scoundrels into retirement after they accrue four Traumas. After retiring, they become regular [=NPCs=], although their quality of life depends largely on how much coin they have managed to hoard during their criminal days.
* The premise for ''TabletopGame/DeadInside'' is that each player character has somehow lost their soul and needs to either regain it, get a new one, or assemble one from bits and pieces of magical energy. If they succeed, they become a sort of enlightened being called a Sensitive. They can continue playing if they can think of further goals for themselves (for instance, a Sensitive can become an even more powerful creature called a Magi, and a Magi can aspire to gaining True Immortality), but the default conflict of the game is over.
* Zig-zagged
in ''TabletopGame/DungeonsAndDragons'', where some editions allow for [[TabletopGame/EpicLevelHandbook indefinite high-level play]] and others provide endgame scenarios for top-level characters.
** ''AD&D 1E'' supplement ''Deities and Demigods Cyclopedia'' (1980). When {{PC}}s reach high level, raise their ability scores to divine levels and gain a body of worshipers, they can undergo divine ascension and become deities. They immediately become {{NPC}}s under the Dungeon Master's control.
** ''AD&D 2E Dungeon Master's Guide'' said that the basic game books only provided support for the {{PC}}s to reach 20th level, suggested that {{PC}}s who reached that level be retired from play, and provided advice on how to do so. TSR then caved in and released the ''High-Level Campaigns'' book in 1996 for levels up to 30 again.
** The colored-box versions
[[TabletopGame/OriginalDungeonsAndDragons Original D&D]] generally do does this recursively: characters can level up to demigodhood, whereupon they can rest on their laurels or voluntarily DePower themselves and live another mortal life. If they ascend again, they AscendToAHigherPlaneOfExistence and vanish into realms unknown.
** [[TabletopGame/AdvancedDungeonsAndDragonsFirstEdition AD&D 1st Edition]] supplement ''Deities and Demigods Cyclopedia'' (1980). When {{PC}}s reach high level, raise their ability scores to divine levels and gain a body of worshipers, they can [[DeityOfHumanOrigin ascend to godhood]]. They immediately become {{NPC}}s under the Dungeon Master's control.
** [[TabletopGame/AdvancedDungeonsAndDragonsSecondEdition AD&D 2nd Edition]]: The basic game books only provide support for the {{PC}}s to reach 20th level. The ''Dungeon Master Guide'' suggests that {{PC}}s who reach that level retire to "[[DemotedToExtra semi-NPC]]" status where they leave active play and devote their time to non-adventuring duties but remain present in the game world. TSR later caved in and released the ''High-Level Campaigns'' book in 1996 for levels up to 30 again.
** In the original version of the tabletop version of ''TabletopGame/{{Dragonlance}}'' for ''Dungeons & Dragons'' ''TabletopGame/{{Dragonlance}}'', characters were are limited to 18th level -- it was explicitly stated that the gods would send any characters who exceeded exceed this to another world, presumably to prevent very powerful characters from attempting to kill a god and to take their place as Raistlin attempted (he was 18th level at the time).
** In the ''3E'', the [[TabletopGame/DungeonsAndDragonsThirdEdition 3rd Edition]]: The PrestigeClass "Risen Martyr" PrestigeClass from the ''Book of Exalted Deeds'' allows a dead [[HeroicSacrifice martyred]] character to return to life as a [[PurposeDrivenImmortality Deathless]]. In exchange each new CharacterLevel they gain must be in Risen Martyr, and when there are no more levels of the class left to take they AscendToAHigherPlaneOfExistence.
take, they're [[AscendToAHigherPlaneOfExistence recalled to the Heavens for good]].
** ''4E'' [[TabletopGame/DungeonsAndDragonsFourthEdition 4th Edition]] provides Epic Destinies that govern the top ten character levels, each of which has an endgame for a top-level character who reaches [[{{Cap}} level 30]] and achieves their Destiny. Demigods [[DeityOfHumanOrigin ascend to godhood]], Archmages merge with magic itself, tricksters [[ShroudedInMyth fade into legend]], and so on.on.
* ''TabletopGame/{{Necromunda}}'': In addition to the street gangs, it's possible to play as law enforcement as a squad of Arbites. They have much better gear and huge cyber-mastiffs, but they hit a level cap at which point the character is removed to serve as a VeteranInstructor elsewhere.



* Most games TabletopGame/PoweredByTheApocalypse include Character Endgame mechanics:

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* Most games TabletopGame/PoweredByTheApocalypse games include Character Endgame mechanics:



* ''TabletopGame/BladesInTheDark'' forces the Scoundrels into retirement after they accrue four Traumas. After retiring, they become regular [=NPCs=], although their quality of life depends largely on how much coin they have managed to hoard during their criminal days.
* ''TabletopGame/{{Necromunda}}'': In addition to the street gangs, it's possible to play as law enforcement as a squad of Arbites. They have much better gear and huge cyber-mastiffs, but they hit a level cap at which point the character is removed to serve as a VeteranInstructor elsewhere.



* The premise for ''TabletopGame/DeadInside'' is that each player character has somehow lost their soul and needs to either regain it, get a new one, or assemble one from bits and pieces of magical energy. If they succeed, they become a sort of enlightened being called a Sensitive. They can continue playing if they can think of further goals for themselves (for instance, a Sensitive can become an even more powerful creature called a Magi, and a Magi can aspire to gaining True Immortality), but the default conflict of the game is over.
Is there an issue? Send a MessageReason:
None


* ''Cerebos: The Crystal City'' is about the player characters' journey via train from the nameless City by the Sea to the eponymous Cerebos in search of their lost memories. Along the way the players deal with various dangers at Stops and Events, and establish which character is [[TheProtagonist the Seeker]] (whose story the campaign will focus on) and which are Saints (who try to help the Seeker along, [[BeCarefulWhatYouWishFor which isn't always a good thing]]) and Demons (who try to convince the Seeker to give up their goal, [[KnowWhenToFoldEm which isn't always a bad thing]]). Eventually, the players reach Cerebos and deal with one last Danger, after which each surviving player takes an epilogue roll to see how their adventures played out.

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* ''Cerebos: The Crystal City'' is about the player characters' journey via train from the nameless City by the Sea to the eponymous Cerebos in search of their lost memories. Along the way the players deal with various dangers at Stops and Events, and establish which character is [[TheProtagonist the Seeker]] (whose (who learns their secret goal, and whose story the campaign will focus on) and which are Saints (who try to help the Seeker along, complete their secret goal, [[BeCarefulWhatYouWishFor which isn't always a good thing]]) and Demons (who try to convince the Seeker to give up let go of their goal, past, [[KnowWhenToFoldEm which isn't always a bad thing]]). Eventually, the players reach Cerebos and deal with one last Danger, after which each surviving player takes an epilogue roll to see how their adventures played out.
Is there an issue? Send a MessageReason:
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* The BodyHorror RPG ''Abnormal'' has [[MultipleEndings one of three endgames]] for a session. If the investigation goes badly and they end up with too many shards in play, the Witness (player character) is Utterly Consumed by the horrors plaguing their life; if the Witness ends up with enough shards on the "Normalize" stage, they stave off the worst of it but must learn to live with a Partial Transformation; if the Witness manages to reclaim four or more shards, they drive off the horror completely and get to live a Life Reclaimed.

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* The BodyHorror RPG ''Abnormal'' has [[MultipleEndings one of three endgames]] for a session. If the investigation goes badly and they end up with too many shards in play, the Witness (player character) is Utterly Consumed by the horrors plaguing their life; if the Witness ends up with enough shards on the "Normalize" stage, they stave off the worst of it but must learn to live Permanently Entwined with a Partial Transformation; the horror; if the Witness manages to reclaim four or more shards, they drive off the horror completely and get to live a Life Reclaimed.



* ''Cerebos: The Crystal City'' is about the player characters' journey via train from the nameless City by the Sea to the eponymous Cerebos in search of their lost memories. Along the way the players deal with various dangers at Stops and Events, and establish which character is [[TheProtagonist the Seeker]] (whose story the campaign will focus on) and which are Saints (who try to help the Seeker along, which isn't always a good thing) and Demons (who try to convince the Seeker to give up their goal, which isn't always a bad thing). Eventually, the players reach Cerebos and deal with one last Danger, after which each surviving player takes an epilogue roll to see how their adventures played out.

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* ''Cerebos: The Crystal City'' is about the player characters' journey via train from the nameless City by the Sea to the eponymous Cerebos in search of their lost memories. Along the way the players deal with various dangers at Stops and Events, and establish which character is [[TheProtagonist the Seeker]] (whose story the campaign will focus on) and which are Saints (who try to help the Seeker along, [[BeCarefulWhatYouWishFor which isn't always a good thing) thing]]) and Demons (who try to convince the Seeker to give up their goal, [[KnowWhenToFoldEm which isn't always a bad thing).thing]]). Eventually, the players reach Cerebos and deal with one last Danger, after which each surviving player takes an epilogue roll to see how their adventures played out.
Is there an issue? Send a MessageReason:
None



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* ''Cerebos: The Crystal City'' is about the player characters' journey via train from the nameless City by the Sea to the eponymous Cerebos in search of their lost memories. Along the way the players deal with various dangers at Stops and Events, and establish which character is [[TheProtagonist the Seeker]] (whose story the campaign will focus on) and which are Saints (who try to help the Seeker along, which isn't always a good thing) and Demons (who try to convince the Seeker to give up their goal, which isn't always a bad thing). Eventually, the players reach Cerebos and deal with one last Danger, after which each surviving player takes an epilogue roll to see how their adventures played out.
Is there an issue? Send a MessageReason:
None


Ever since the original ''TabletopGame/DungeonsAndDragons'', [[TabletopRPG pen-and-paper role-playing games]] have distinguished themselves from most other game formats by not having a clear condition for "winning" them. You could, technically, ''lose'' them if your PlayerCharacter died, but then you just [[HonestRollsCharacter rolled-up]] a new one and continued playing. A campaign could last for as long as the PlayerParty and the GameMaster cared about it, with no mechanics/rules provided by the GameSystem for when and how to wrap it up.

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Ever since the original ''TabletopGame/DungeonsAndDragons'', [[TabletopRPG pen-and-paper role-playing games]] have distinguished themselves from most other game formats by not having a clear condition for "winning" them. You could, technically, ''lose'' them if your PlayerCharacter died, but then you just [[HonestRollsCharacter rolled-up]] a new one and continued playing. A campaign could last for as long as the PlayerParty and the GameMaster cared about it, with no mechanics/rules [[GameMechanics mechanics/rules]] provided by the GameSystem for when and how to wrap it up.
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* ''TabletopGame/{{Mythender}}'' isn't mainly meant for longer campaigns, but there is an optional rule whereby a setting starts with six Greater Myths for the players to End. If the number drops to zero, Mythic Norden itself has been Ended and is [[TheMagicGoesAway replaced by a mundane world where humans are free from gods and monsters forever.]] If, on the other hand, the number ever rises to twelve (which it can, since every Mythender who [[HeWhoFightsMonsters suffers apotheosis becomes a new Greater Myth]]) then [[DownerEnding Mythic Norden has become so powerful that it can suppress the creation of Mythenders and will thus endure forever.]]
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** ''TabletopGame/FlyingCircus'' provides two separate ways for a character to leave the game - the first option is to take on a Destiny after fulfilling exceptional requirements (e.g. proving oneself worthy of leading a community), whilst the other is retiring, which costs a maximum of 15 Thaler, reduced by several factors (e.g. getting an addiction under control or adjusting to losing a comrade)
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* The BodyHorror RPG ''Abnormal'' has [[MultipleEndings one of three endgames]] for a session. If the investigation goes badly and they ends up with too many shards in play, the Witness (player character) is Utterly Consumed by the horrors plaguing their life; if the Witness ends up with enough shards on the "Normalize" stage, they stave off the worst of it but must learn to live with a Partial Transformation; if the Witness manages to reclaim four or more shards, they drive off the horror completely and get to live a Life Reclaimed.

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* The BodyHorror RPG ''Abnormal'' has [[MultipleEndings one of three endgames]] for a session. If the investigation goes badly and they ends end up with too many shards in play, the Witness (player character) is Utterly Consumed by the horrors plaguing their life; if the Witness ends up with enough shards on the "Normalize" stage, they stave off the worst of it but must learn to live with a Partial Transformation; if the Witness manages to reclaim four or more shards, they drive off the horror completely and get to live a Life Reclaimed.
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* The BodyHorror RPG ''Abnormal'' has [[MultipleEndings one of three endgames]] for a session. If the investigation goes badly and they ends up with too many shards in play, the Witness (player character) is Utterly Consumed by the horrors plaguing their life; if the Witness ends up with enough shards on the "Normalize" stage, they stave off the worst of it but must learn to live with a Partial Transformation; if the Witness manages to reclaim four or more shards, they drive off the horror completely and get to live a Life Reclaimed.
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This began to change as early as TheEighties, but after the TurnOfTheMillennium, indie designers in particular started challenging the established tabletop role-playing paradigms, including the "indefinite play unless you die" one, resulting in the invention of the "endgame mechanics", which formalize how parts of or even the entire narrative are to be wrapped up. These generally come in two varieties:

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This began to change as early as TheEighties, but after the TurnOfTheMillennium, indie designers in particular (like those affiliated with Creator/TheForge) started challenging the established tabletop role-playing paradigms, including the "indefinite play unless you die" one, resulting in the invention of the "endgame mechanics", which formalize how parts of or even the entire narrative are to be wrapped up. These generally come in two varieties:
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This began to change as early as TheEighties, but after the TurnOfTheMillennium, indie designers (like Website/TheForge) in particular started challenging the established tabletop role-playing paradigms, including the "indefinite play unless you die" one, resulting in the invention of the "endgame mechanics", which formalize how parts of or even the entire narrative are to be wrapped up. These generally come in two varieties:

to:

This began to change as early as TheEighties, but after the TurnOfTheMillennium, indie designers (like Website/TheForge) in particular started challenging the established tabletop role-playing paradigms, including the "indefinite play unless you die" one, resulting in the invention of the "endgame mechanics", which formalize how parts of or even the entire narrative are to be wrapped up. These generally come in two varieties:
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* ''TabletopGame/ScumAndVillainy'', unlike ''Blades in the Dark'' (which it is based on, see below), has both character and campaign endgame rules, recommending that the GM retires the crew after they reach a [[AllianceMeter +3 status]] with one of the major factions and do a major, multiple session-spanning, setting-changing score for them.
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This began to change after the TurnOfTheMillennium, as indie designers (like Website/TheForge) started challenging the established tabletop role-playing paradigms, including the "indefinite play unless you die" one, resulting in the invention of the "endgame mechanics", which formalize how parts of or even the entire narrative are to be wrapped up. These generally come in two varieties:

* '''Campaign endgame''' provides specific rules on when and how to wrap up the entire campaign, including all of the player character's arcs, which must be resolved in one way or another soon after the endgame is triggered by anyone.
* '''Character endgame''' provides rules on how to gracefully but permanently retire individual player characters from the narrative, usually by turning them into an {{NPC}}, as well as on how to treat these ex-[=PCs=] later in the campaign.

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This began to change as early as TheEighties, but after the TurnOfTheMillennium, as indie designers (like Website/TheForge) in particular started challenging the established tabletop role-playing paradigms, including the "indefinite play unless you die" one, resulting in the invention of the "endgame mechanics", which formalize how parts of or even the entire narrative are to be wrapped up. These generally come in two varieties:

* '''Campaign endgame''' provides specific rules on when and how to wrap up the entire campaign, including all of the player character's arcs, which must be resolved in one way or another soon after the endgame is triggered by anyone.
anyone. This variation is usually found in games geared towards very specific genres with a more or less rigid StoryArc.
* '''Character endgame''' provides rules on how to gracefully but permanently retire individual player characters from the narrative, usually by turning them into an {{NPC}}, as well as on how to treat these ex-[=PCs=] later in the campaign.
campaign. This variant is suited for more free-form narratives and usually serves to gracefully remove characters from play who have either become too [[CharacterLevel high-level]][[note]]in more action-oriented games[[/note]] or exhausted their dramatic potential[[note]]in more narrative games[[/note]].
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* ''TabletopGame/{{Pendragon}}'' naturally ends with the Battle of Camlann, in which King Arthur dies alongside all but one of the player characters. The rule explicitly state that [[FissionMailed the fighting continues until the second-to-last PC drops.]] Arthur then [[DyingWish tasks the last survivor]] with returning Excalibur to the Lady of the Lake, and after he's done so the campaign is over.

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* ''TabletopGame/{{Pendragon}}'' naturally ends with the Battle of Camlann, in which King Arthur Myth/KingArthur dies alongside all but one of the player characters. The rule explicitly state that [[FissionMailed the fighting continues until the second-to-last PC drops.]] Arthur then [[DyingWish tasks the last survivor]] with returning Excalibur to the Lady of the Lake, and after he's done so so, the campaign is over.

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* ''TabletopGame/{{Pendragon}}'' naturally ends with the Battle of Camlann, in which King Arthur dies alongside all but one of the player characters. The rule explicitly state that [[FissionMailed the fighting continues until the second-to-last PC drops.]] Arthur then [[DyingWish tasks the last survivor]] with returning Excalibur to the Lady of the Lake, and after he's done so the campaign is over.


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* The premise for ''TabletopGame/DeadInside'' is that each player character has somehow lost their soul and needs to either regain it, get a new one, or assemble one from bits and pieces of magical energy. If they succeed, they become a sort of enlightened being called a Sensitive. They can continue playing if they can think of further goals for themselves (for instance, a Sensitive can become an even more powerful creature called a Magi, and a Magi can aspire to gaining True Immortality), but the default conflict of the game is over.

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!!Examples of character endgames mechanics:

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!!Examples of character endgames endgame mechanics:



** ''TabletopGame/MageTheAwakening'' suggests [[TheArchmage Archmastery]] as an endgame, whereupon the Mage breaks through the normal limits of magic and goes into seclusion as an AllPowerfulBystander -- in part because beings with an even higher SuperWeight are out there in a multiverse-spanning cold war.
** With ''Imperial Mysteries'' making archmages playable, they too can do this by [[RealityWarper rewriting reality]] in accordance with their transcendent will and [[AscendToAHigherPlaneOfExistence Ascending]] to the Supernal Realms permanently.

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** ''TabletopGame/MageTheAwakening'' ''TabletopGame/MageTheAwakening'':
*** The core game
suggests [[TheArchmage Archmastery]] as an endgame, whereupon the Mage breaks through surpasses the normal limits of magic and goes into seclusion as an AllPowerfulBystander -- in part because beings with an even higher SuperWeight are out there in a multiverse-spanning cold war.
** *** With ''Imperial Mysteries'' making archmages playable, they too can do this by [[RealityWarper rewriting reality]] in accordance with their transcendent will and [[AscendToAHigherPlaneOfExistence Ascending]] to the Supernal Realms permanently.



** ''TabletopGame/VampireTheRequiem'' describes the mythical state of Golconda, where vampires become {{Ascended Demon}}s and free themselves from their physical and spiritual weaknesses. Being the ''World of Darkness'', it also suggests subverting the trope by asking AndThenWhat and letting players struggle to maintain this state in a world that [[CrapsackWorld feeds on purity]].

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** ''TabletopGame/VampireTheRequiem'' describes the mythical state of Golconda, where vampires become {{Ascended Demon}}s and free themselves from their physical and spiritual weaknesses. Being the ''World of Darkness'', Since it's set in a vicious CrapsackWorld, it also suggests subverting the trope by asking AndThenWhat and letting players struggle to maintain this state in a world that [[CrapsackWorld feeds on purity]].state.
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Created from YKTTW

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Ever since the original ''TabletopGame/DungeonsAndDragons'', [[TabletopRPG pen-and-paper role-playing games]] have distinguished themselves from most other game formats by not having a clear condition for "winning" them. You could, technically, ''lose'' them if your PlayerCharacter died, but then you just [[HonestRollsCharacter rolled-up]] a new one and continued playing. A campaign could last for as long as the PlayerParty and the GameMaster cared about it, with no mechanics/rules provided by the GameSystem for when and how to wrap it up.

This began to change after the TurnOfTheMillennium, as indie designers (like Website/TheForge) started challenging the established tabletop role-playing paradigms, including the "indefinite play unless you die" one, resulting in the invention of the "endgame mechanics", which formalize how parts of or even the entire narrative are to be wrapped up. These generally come in two varieties:

* '''Campaign endgame''' provides specific rules on when and how to wrap up the entire campaign, including all of the player character's arcs, which must be resolved in one way or another soon after the endgame is triggered by anyone.
* '''Character endgame''' provides rules on how to gracefully but permanently retire individual player characters from the narrative, usually by turning them into an {{NPC}}, as well as on how to treat these ex-[=PCs=] later in the campaign.

Note that the term "[[UsefulNotes/RolePlayingGameTerms endgame]]" is used differently in {{MMORPG}}s, where it refers to all the content that is restricted to players who have reached the LevelCap.

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!!Examples of campaign endgame mechanics:

* ''TabletopGame/MyLifeWithMaster'' has one of the best-known Campaign Endgame rules, which says that as soon as any one of the playable [[TheIgor minions]] successfully defies the Master's orders, they ''must'' attack and kill the Master, ending the campaign. Since it usually takes a bit of time, other players have time to get in on the action or simply to hash up their stats, which determine their character's ultimate fates in the epilogue, which occurs as soon as the Master perishes.
* ''TabletopGame/{{Heroine}}'' has Campaign Endgame rules for the Heroine's return from the magical land (usually after saving it from the Villain and growing up as a human being), which structure the epilogue narration also detailing the fates of her Companions and the magical land itself.

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!!Examples of character endgames mechanics:

* Actually zig-zagged in ''TabletopGame/DungeonsAndDragons'', where some editions allow for [[TabletopGame/EpicLevelHandbook indefinite high-level play]] and others provide endgame scenarios for top-level characters.
** ''AD&D 1E'' supplement ''Deities and Demigods Cyclopedia'' (1980). When {{PC}}s reach high level, raise their ability scores to divine levels and gain a body of worshipers, they can undergo divine ascension and become deities. They immediately become {{NPC}}s under the Dungeon Master's control.
** ''AD&D 2E Dungeon Master's Guide'' said that the basic game books only provided support for the {{PC}}s to reach 20th level, suggested that {{PC}}s who reached that level be retired from play, and provided advice on how to do so. TSR then caved in and released the ''High-Level Campaigns'' book in 1996 for levels up to 30 again.
** The colored-box versions generally do this recursively: characters can level up to demigodhood, whereupon they can rest on their laurels or voluntarily DePower themselves and live another mortal life. If they ascend again, they AscendToAHigherPlaneOfExistence and vanish into realms unknown.
** In the original version of the tabletop version of ''TabletopGame/{{Dragonlance}}'' for ''Dungeons & Dragons'' characters were limited to 18th level -- it was explicitly stated that the gods would send any characters who exceeded this to another world, presumably to prevent very powerful characters from attempting to kill a god and to take their place as Raistlin attempted (he was 18th level at the time).
** In the ''3E'', the "Risen Martyr" PrestigeClass from the ''Book of Exalted Deeds'' allows a dead character to return to life as a [[PurposeDrivenImmortality Deathless]]. In exchange each new CharacterLevel they gain must be in Risen Martyr, and when there are no more levels of the class left to take they AscendToAHigherPlaneOfExistence.
** ''4E'' provides Epic Destinies that govern the top ten character levels, each of which has an endgame for a top-level character who achieves their Destiny. Demigods [[DeityOfHumanOrigin ascend to godhood]], Archmages merge with magic itself, tricksters [[ShroudedInMyth fade into legend]], and so on.
* In the ''TabletopGame/NewWorldOfDarkness'':
** ''TabletopGame/MageTheAwakening'' suggests [[TheArchmage Archmastery]] as an endgame, whereupon the Mage breaks through the normal limits of magic and goes into seclusion as an AllPowerfulBystander -- in part because beings with an even higher SuperWeight are out there in a multiverse-spanning cold war.
** With ''Imperial Mysteries'' making archmages playable, they too can do this by [[RealityWarper rewriting reality]] in accordance with their transcendent will and [[AscendToAHigherPlaneOfExistence Ascending]] to the Supernal Realms permanently.
** In ''TabletopGame/ChangelingTheLost'', this is the BadEnding: Changelings who reach the highest level of Wyrd are in danger of [[spoiler:losing their minds, forsaking their humanity, and returning to [[LandOfFaerie Arcadia]] to transform into a soulless True Fae]].
** ''TabletopGame/VampireTheRequiem'' describes the mythical state of Golconda, where vampires become {{Ascended Demon}}s and free themselves from their physical and spiritual weaknesses. Being the ''World of Darkness'', it also suggests subverting the trope by asking AndThenWhat and letting players struggle to maintain this state in a world that [[CrapsackWorld feeds on purity]].
** ''TabletopGame/PrometheanTheCreated'' has rules for the {{Golem}}-like Prometheans to complete their Pilgrimage, gain souls, and [[BecomeARealBoy achieve true humanity]]. It also points out that this leaves the ex-Promethean in the World of Darkness with selective amnesia and none of their powers, and observes just how sadistically this trope could be subverted.
* Most games TabletopGame/PoweredByTheApocalypse include Character Endgame mechanics:
** The original ''TabletopGame/ApocalypseWorld'' allows players to retire their characters to safety as a special Advanced Upgrade. A retired PC becomes an NPC, but unlike almost all others, the GameMaster is explicitly forbidden from messing with their lives (i.e. they get PlotArmor for their trouble). The game encourages players to retire long-lived characters with the debility mechanic, which imposes permanent penalties on their stats every time they're critically injured, -- accruing too many of them makes characters largely unplayable.
** ''TabletopGame/MonsterOfTheWeek'' encourages character retirement with the luck mechanics: every Hunter has seven [[LuckManipulationMechanic points of luck to spend]] and only a few can ever get one back. When your luck eventually runs out, the GameMaster is legally allowed to screw your character over at any time without warning, quickly resulting in a messy death unless you retire them first.
* ''TabletopGame/BladesInTheDark'' forces the Scoundrels into retirement after they accrue four Traumas. After retiring, they become regular [=NPCs=], although their quality of life depends largely on how much coin they have managed to hoard during their criminal days.
* ''TabletopGame/{{Necromunda}}'': In addition to the street gangs, it's possible to play as law enforcement as a squad of Arbites. They have much better gear and huge cyber-mastiffs, but they hit a level cap at which point the character is removed to serve as a VeteranInstructor elsewhere.
* ''TabletopGame/RedMarkets'' has the player characters trying to save a bit of their profits from each job towards a "retirement plan" that usually means bribing your way across the border wall from the zombie-infested Loss to the zombie-free but totalitarian Recession, though there's other possibilities suggested like establishing your own Enclave in the Loss.
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