Into the Void Ref’s Notes Session 22

Well, Session 22 was a lot of fun. I think my players had a good time.

As always, I feel like I could have been a bit more descriptive with the settings and all, but I’ll give myself a break. When you are GMing there’s a lot to keep track of.

So this game was intended to be the likely culmination of a story seed I planted in session 5, about 3 years ago. Yes, I sat on it that long. I say “intended” because while I had it set up, you can’t control what players do, and I was not going to force it. But it all worked out. The players of course didn’t do everything I expected, but I’ve come to expect that, so my expectations were met.

I go on and on about this, but my group is really good. They are great gamers. They are playing a system that punishes stupid actions. They are adventurous, but they use their head. Their characters use their tech to their advantage. They don’t walk into a situation unprepared, at least voluntarily. So while this session had many chance for grave bodily harm to be inflicted on the PCs, they managed to avoid it.

I knew this was going to be an important session in the campaign. I knew there was greater than normal chance a PC would die, so I wanted it to be very good. I struggled with the design of this session for a long time, writing stuff online, in notebooks, etc. I had a general idea of things, but just couldn’t really bring it together. So I tried something new.

I wrote a 4-page short story of the adventure. I envisioned it like a novel or movie, and I wrote it out. This helped me immerse myself in it and really think Was that fun? Yes, it was fun. Does it make sense? Yes, it does.” So I used that short story as an outline of what could happen. It also gave me some nice, prepared, descriptive text to read or at least use somewhat to provide atmosphere. I’ll often to that anyway, but typically I write my adventures in “scenes” so when they PCs arrive at a new location, if it is one I’ve considered, I’ll have some nice information about the atmosphere.

Overall it was a good way to do things. I don’t know if I’d do it in every adventure, but for this one it worked.

After we finished the session we had a talk, and I had considered resuming the campaign with the team back in civilized space, and not role play the journey home. But we have always resumed exactly from where we left off, and I think it is best to continue this practice. It is fun that way.

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