I have been game-mastering Dungeons and Dragons in some form
or another for over 35 years. At first it was easy. I would draw some rooms on
graph paper, label the rooms and populate them with the monsters I thought were
cool and then we were ready to play. Ready to play only until the party
actually encountered something and I had to look up the monster statistics and
write down the basics for the encounter.
I get to game-master a lot less now so I try to make the
adventures playable in one night and be a part of a larger story arc. Now when
I start a game session I have a map and several printed pages of descriptions
with decision trees and even monster statistics for encounters. The problem now
is that this process takes much longer.
I have been running adventures that are all loosely related
through a fictional town called Crossroads for the past few years. I have
decided to end the campaign and I figure it’ll take about four adventures to
end it. I started by outlining what I want to see happen before the end. Then I
broke it in to chunks that will play through in about four hours and give the
feeling of a continuing story to the group.
Now I am starting to put together the pieces for the
individual adventures. I wonder what elements will be most appreciated by the
players. The final villain is someone the party met in their very first
adventure so there will be familiarity and a sense of accomplishment if and
when they are able to defeat him. What else should be added? If you were
playing in a game that was working toward a finale what would you like to see? Accustomed
locations destroyed? Old friends return?
Encounter creation is also part of this equation. I usually
design each encounter with a feeling I am trying to create in the players. When
I created an encounter with the automatons from the Cult of Nogad I wanted the
party to feel both awe and fear towards what the cult had created. When they
encountered archers across a chasm with log bridges trapped with druidic magic
I was trying to make them question whether they were on the correct side or not
(they were, damn evil druids). Now I am trying to create encounters that
generate feelings of nostalgia with the twist of determinism as they work
toward ending the campaign.
When I have all these elements I will put them together in
what I hope is a cohesive narrative. I want there to be some doubt as to what
will happen next but still know that the climax is coming. I also need to make
sure that I don’t answer all the questions because sometimes the answers that
occur during the course of the session make more sense than anything I could
think of.
Hopefully I can pull it off. If not everyone will at least know
what I was thinking.
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