A full-fledged postmortem will have to wait, so let’s just talk about this session.

The penultimate fight was way shorter than I planned. I’d forgotten how badass the PCs were, so I had a bunch of level 3 guys which went down really, really quickly. I always underestimate the players. That said, it worked out really well in the end— the PCs took those guys down fast and hard, which left more time for the final fight and the epilogue.

The last fight went well. I had Evan take over a custom-designed monster, whom I was afraid would steamroll the PCs. Probably he could’ve been more interesting— he had a few fairly powerful encounter powers, most of which were Standard actions, meaning that he could only use them kind of slowly. One of them was a recharge power, but it probably should’ve been another one instead of his ability to reconsitute goblins into pesky zombie minions. I probably should’ve weeded out one or more attacks in order to replace them with something that could be a move or a minor. Maybe a Flaming Sphere-like ability, for example.

In terms of having a player control an NPC, I’d say it went well. I trusted Evan to do the right thing after telling him to not, say, just fly over the PCs and plink them. This group worked well enough that I don’t think Evan had a problem with being killed in the end.

In fact, let me state for the record that this was Evan’s idea originally— I didn’t just take over his PC without his consent! The jumping off point was when he said he could see himself turning into an antagonist, someone that the party would have to fight. It was such a great idea that I couldn’t resist.

Pacing went well. The pacing went relatively well. I didn’t feel too bad about not giving them in-game “stuff” for some things like the supply room, as it offered clues (read: it had been undisturbed for a long time).

Expository stuff for Rubican could’ve used work. This was fun for Evan and I and more boring for others, I suspect. I like doing one on one stuff, and that’s fine in itself. The problem was that nobody else had any idea what was happening, which was kind of a shame after all that build-up. Perhaps the party could’ve seen/heard the last set of visions. Admittedly, some of this was due to the fact that I wanted to end it, which meant I didn’t have time for more interesting expository stuff. In the future, I plan to involve multiple players in “side” plots.

Improv went well. I’m not sure how much I should reveal what was made up and what wasn’t. I don’t want to ruin the impression for any of my players that everything wasn’t prepared, but let’s be honest: I didn’t prepare everything. So if you’re a player from my game and you don’t want to know, skip this!

I made up the weapons at the end on the spot. I had a dungeon tile for the corner there, forgot to do anything with it, and decided it had to be something good when people decided to explore it. Likewise, I gave them some books that I hadn’t planned originally— one of them for creating portals, and a couple of zolem manuals. I didn’t plan my descriptions for the staging area. Aaaand I didn’t plan anything past the PCs teleporting back to Er-Eret.

In the end, I’m happy with how all that went.

I finished a goddamn game. And now I can say that my game finished! It took god only knows how long. At least six months. …nine months, judging by when I put up session #1! Awesome. As I may’ve mentioned, most of my games end in neglect, either due to scheduling conflicts or my interest wanes.

What’s next?

Good question. Most likely it’s an Arcane Power game, since that book is out and Divine Power isn’t. The player roster will probably see some changes, and it will more than likely be a different format of play. I’ve also got a couple of things I might want to try and execute on in my next game (e.g., “rituals are important”).

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