I’ve been running this game for half a year now, twenty-six weeks. We are nearly finished with the written module. They have one room left before the finale. They haven’t been sharing the keys to the finale evenly, so I may have to give them a bit of ghostly prompting on that, but maybe they’ll figure it out themselves. They have two investigators, and one has keys, and the other doesn’t. There isn’t a lot of information about how the factions react to the finale, so I’ve got some figuring to do, there, but I’m excited to see my players complete this mission.
This has been a great experience, running materials that were prepared by others. I’ve seen things I really liked, and some things that I didn’t. I’ve found some sections highly lacking in details, and others written with very specific solutions in mind. It has helped me to think more broadly about adventure writing and options. I’m not saying what they did was wrong in any sense, it just helps me to see what things work for my group, and how I might do things differently, or the same. The dungeons have been my favorite thing of the book. I have two more “dungeon-y” experiences in the hopper for my group, and I will be taking heavy inspiration from what we’ve already done.
When one story ends, another one begins. The book may be finished on Tuesday, but these characters still have a long way to go.
I have dropped seeds of things to come along the way. Different paths they might take. Now, I must prepare for them to pick these up and see where they lead. I need to refresh all the NPCs back home, to see where they all are now. I need to see where the BBEG’s plans have gone in the meantime. I need to prep a few more backstory seeds to drop. As mentioned above, I have a some dungeons to design. I have a city or two that I need to populate. I set a lot of things in motion at the beginning of this campaign, now it is time to pick up all those threads and weave their story once again.