Strangely Dissatisfied
I'm strangely Dissatisfied with my role-playing efforts of the past twenty-four hours. Despite the fact that we role-played for a good thirteen hours, had a full retinue of nine players, including my buddies Branden and Mike, who are usually out of town, and the copious amount of prep-work I'd completed...I still feel kinda lacking.
The problem was, and I kinda saw this coming ahead of time, was that we'd just ended the previous adventure with just the six-person core group. It was a big turning-point sort of ending where the PC's had just discovered a secret military base embroiled in any number of dubious, devious, conspiracy-like activities. I spent multiple hours preparing and typing up the documents they'd find, creating a history of conspiracy that reaches back thirty years. Which was all good.
I'd initially planned that the next adventure would largely be wrap-up. It would give the PC's a chance to revel in their victory, sift through the papers, and ultimately give me the chance to filter through their thoughts by listening to them talk to each other. Then, when we found out the three wayward sons would be joining us, I got all nervous that my planned adventure would be boring to them, since they didn't know any background. So I came up with the complicated, twisting mystery set in a hell-like town and put it next.
The problem was that some wrap-up was necessary. It went longer than I'd planned, but not long enough to really be what I wanted for the wrap-up. As a result we were late getting to Part II, and didn't get anywhere near to being through with it. So I cheaped the first part of the adventure to rush through the second part of the adventure, which made it too cheap.
There was good role-playing, some fun moments, excellent interactions, but ultimately I remain Strangely Dissatisfied.
James.
The problem was, and I kinda saw this coming ahead of time, was that we'd just ended the previous adventure with just the six-person core group. It was a big turning-point sort of ending where the PC's had just discovered a secret military base embroiled in any number of dubious, devious, conspiracy-like activities. I spent multiple hours preparing and typing up the documents they'd find, creating a history of conspiracy that reaches back thirty years. Which was all good.
I'd initially planned that the next adventure would largely be wrap-up. It would give the PC's a chance to revel in their victory, sift through the papers, and ultimately give me the chance to filter through their thoughts by listening to them talk to each other. Then, when we found out the three wayward sons would be joining us, I got all nervous that my planned adventure would be boring to them, since they didn't know any background. So I came up with the complicated, twisting mystery set in a hell-like town and put it next.
The problem was that some wrap-up was necessary. It went longer than I'd planned, but not long enough to really be what I wanted for the wrap-up. As a result we were late getting to Part II, and didn't get anywhere near to being through with it. So I cheaped the first part of the adventure to rush through the second part of the adventure, which made it too cheap.
There was good role-playing, some fun moments, excellent interactions, but ultimately I remain Strangely Dissatisfied.
James.
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