My players and I, minus one who was not feeling well, have met for the last worldbuiling session. We played a quick game of Sentinel (the second half of Sanctuary and Sentinel), that I ended without showing the full conclusion because I wanted to save that for the right moment in the upcoming Dungeons and Dragons 5e portion of this non-traditional campaign. We had a good few rounds of play before the end, thanks to there being four of us, but we still ended earlier than most of us expected. We were still building up to something bigger when the end arrived in the form of one of the deck’s joker cards, but it was just one pull before the random number I’d produced anyway, so we didn’t lose out on much potential build anyway. It just means the then-status quo will have to be significantly escalated in order for things to happen the way I envision. Which is possible! The danger of escalation was the constant backdrop of our game, so even if it never quite got there while we played, the idea was never far from anyone’s mind, so there are all kinds of crumbs and kernels that can be built into something larger. Plenty of ammunition, so to speak. I just need to take the time to sit down, work through everything we’ve built, and figure out how it all plays out. And how many years have passed. I did my best to draw out the time, to create a significant separation between the outside world and the life inside the dome that they characters will know, but we wound up less than three centuries separated and with some degree of contact for much of that. I will probably need to run the clock a while longer to really get the effect I want, but I’m also planning to toss a “long-lived peoples are rare” element into this world just to keep things a little less historically grounded. I want things to pass into myth and legend faster than they would if some poeple lived to be five hundred or whatever.
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