Knowing this campaign would be a relatively short one I altered my normal refereeing style. Most of the games I GM are open world and non-linear, the players being free to travel, act and adventure how they choose. There are always the tidbits of adventure hooks and loose threads for them to tug. My campaigns are mostly guided by the actions of the players. Those actions in any given gaming session dictate the circumstances and influence the adventure I create for the next session. I came in on a different tack for this game. This time I created a story hook, plotting both the beginning and the end of the tale while leaving the middle to the players. I've crafted this one as a action adventure drama in three acts. The problem I have with this approach is a GM has to have a firmer hand, using harsher and not so subtle railroading methods. (Railroading: A term describing the process of forcing the players down a much more linear and closed path). Between experience, most of us have been at this hobby for 30 years or more, familiarity with my GM'ing style and flat out contrariness the players are notoriously hard to keep on track. Their grumblings have not been as intense as I would have predicted.
We've lowered the curtain on Act II. The final act will take one or two more sessions before ending the season on a cliffhanger. I love my job. (Cue evil laugh). As I've mentioned before, the players will have a choice, actually several different options, choose one;
- Exact their revenge on their former boss for his betrayal and murder of their friends.
- Stop an attack on a large population sympathetic towards the 'Evil' Alliance.
- Hunt down the mastermind of the attack and bring him to justice.
- Say to hell with it and R-U-N O-F-T, trying to find somewhere in the Verse where they can hide until someone comes looking.
As always, gracias.
See you tomorrow.
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