Saturday, November 16, 2019


Real talk, people - the write-up will follow.

I enjoy being challenged by my players. I love when my players come up with something I didn't think of, or try a route I hadn't considered. I adore surprises. I am not an easy GM to derail...

But then there was tonight. I... I am shell-shocked right now. Gobsmacked. Absolutely floored.

I expected one of two outcomes: either the gang would go all-out in destroying the staff, making sacrifices to destroy it, at which point the cultists would leave angrily, their plans foiled - or even be held in a stalemate until the cops arrived, and be arrested... Or, the gang would see that they were outnumbered, and would quietly gather some evidence, then sneak away and get help from the police, from their mentor, from the FBI guy, from old friends (zombie guy's brother, the professor they know can control bugs, Cryptid Underground, Lurk Until Dawn, the list goes on), even from other classmates (ROTC, anyone?) or heck, the Russians, that weirdo owes them a favor for saving his life, right?

But no.

Oh no.

Oh Hell no.

After the failed assassination attempt, the gang proceeded to kill every last cultist. All of them. The three that survived long enough to surrender? Shot dead. And then, a complicated attempt at covering their tracks, complete with throwing a gun in a bonfire, burning their clothes and donning cultist robes, and getting their team mate to bring them new clothing... All before showing up on campus.

Before I can even close out this adventure, I need to make a bunch of rolls to determine just how the police react to the scene... Because they showed up about five minutes after the gang left. I honestly don't know if the gang is going to stay out of jail. It's up to the dice.

I'm still reeling from the outcome; this has wide reaching results that have literally detailed the campaign.

And I'm loving it.

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