GM's Corner 10: The End of the Reformers
/After 18 sessions, our Red Markets beta campaign reached its end. With a good recon and planning session, our heroes and their unexpected DHQS allies tried to stealth their way into the Truman Building to destroy the printing machines, only to end in a hail of gunfire. Through strategy and a little luck, they completed their mission and fled to the sounds of Governor Carnavan’s men brutally murdering him for putting the whole nation at risk. Their task completed, they were flown to the Recession and succeeded in playing the Red Markets.
When I first planned for my Red Markets campaign, I knew I wanted to structure the campaign with an overarching plot. Ethan had written up Jeff’s City as a potential Enclave, and mentioned the possibility of Carnavan making fake driver's licenses. With the economic theme of Red Markets I knew I wanted that to be my plot. While making fake ID is normally a dangerous idea, in an economy where the IDs are the primary form of currency it can also act to destabilize the economy.
My plan was to introduce this slowly in the campaign. I laid hints in multiple missions, like the dead Taker diary in the mine, the DHQS presence at the warehouse, some of the DCA encounters, etc. However, after the Reformers’ mass influx of bounty I felt I had laid enough ground work to not finish the story. I should have let them and take the consequences, but it’s in my nature to want to see the best possible ending. Plus, the raid on the Truman Building turned out to be an amazing end to a wonderful campaign.
As a first time GM, I was satisfied with how I ran things. I know I made mistakes with pacing and rules mastery. However, the players had a good time, it was helpful to Caleb, and we’ve been happy to see the fan response. This likely won’t be the last time we slip into the Loss, but we’ll probably wait until we have our Red Markets books in hand before the next campaign.
- Gre