May different clients on the network load different scenes?

I have a server and a client connected to each other like in the networking example.
When the game is over the winner loads the “winning scene” and tells the loser to load the “losing scene” via RPC. At this point the server crashes.

My question is - does Unity3D assume that both instances of the game always load the same scene? I am using the LoadLevel method from the networking example.

It may be easier to have a ‘closing scene’ which can display either message, and tell each client which to show, which to hide.