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Wide-eyed and knees knocking, I have stepped into a new genre. It wasn’t until recently that I began to explore other systems and settings. Now that I have, a whole new world has opened up to me. I found out that star systems, supernatural mysteries, and blaster pistols are fun!
The scariest part of running a game in a new genre is my lack of familiarity with it. Futuristic era in a real-world setting makes me nervous. I’m bound to get names and places wrong, and with years of lore already built by others, I’m going to get that wrong too. I will be using the names of corporations (and their leaders) in ways I am sure do not make sense to one deeply embedded in the history of this world. To that I pre-emptively say “Sorry.” With that said though, as all advice I give fellow GMs, this is my world. It will be my Seattle they are exploring, my corporations they encounter, and my villains they will defeat (I can say that confidently, we all know how I roll). I want to build a story my players can walk away from satisfied, not add to the history of an existing world. Wish me luck, and feel free to offer advice. Just know that I will be doing my best to make an enjoyable, unforgettable story for my players…not to add to the canon of Shadowrun.
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Wrapping up a campaign comes with a lot of mixed emotions. I’m happy that it is over because I’m ready for something new, yet at the same time I am sad to see it go. My players feel the same way, so having a good closure for the campaign is important.
Now, let me start by saying a good closure does not necessarily mean a long combat (though it does happen often). Sure, you just beat the BBEG, but that is not closure…that’s victory. Closure comes with wrapping up what your characters are going to do from here. Asking your characters, “What are you going to do now?” The answer to that question varies as much as the players sitting at the table. Some will go off and live the quiet life, while others will continue to adventure. I know one of my players almost always runs some kind of major organization for many years before retiring. Often, there are children from love interests or marriages within the group, or with an NPC. The wrap up for the adventure is much like the last chapter of a book. You see a snapshot of the characters 1-10 years later. You learn where they are living, what they are doing, and if they have a family of their own now. It provides a nice bow to the box of plots, battles, and personal interactions that have been played out over the many sessions. |
AuthorJodie Archives
October 2025
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