June 18th, 2007


(no subject)

I ran the finale of my Blue Planet campaign last night. The characters started out looking for a missing girl on behalf of her father. Along the way, they found out that the girl had been brainwashed, and her father was actually part of a corporate hivemind built on alien technology, oh, and the aliens weren't happy with that. Stuff exploded, a lot of computers got hacked, nukes got fired, characters argued and sold each other out for cash, religion or ethics, and in the end the bad guys got stopped and most of the characters got new jobs as GEO-sponsored troubleshooters.

It's always nice to bring a campaign to a definite conclusion. The BP campaign went well overall, though there were a few problems. (Two of the four characters were off on tangents to the main plot for a long time; the transition from 'future detectives hunting for a missing girl' to 'negotiating on behalf of the human species' was too abrupt; BP drone rules suck). The act of completion, though, of drawing a line under the game and saying 'this is the end', seems to make those problems less jarring in retrospect.

Finales are tricky beasts. It's hard to bring all the elements of the game together into rising action and still let the players be the primary drivers of the story, unless you have a single plot arc running through the whole campaign. (This one did, to a degree, but the arc was very different to what it appeared to be.)

Next, the players were muttering about a modern day game with 'no investigation'. Eenteresting...