My group of by now no longer quite so new newbie players was finally approaching the end of their campaign. However, our session earlier this week didn’t — of course — go quite as I had hoped.
Basically they decided to simply charge in on the priests doing the preparations for a let’s-materialise-the-blood-god ritual, and because they are five players, and they rolled well, they pretty much succeeded in preemptively foiling the ritual in all aspects that had been established in the fiction over the past year: they killed most lizard priests, freed the kidnapped girl who was supposed to become the avatar of the blood god, and stole the biomagical doohickey that they knew was powering the ritual. The Lizard Abbott only managed to get away by the skin of his teeth.
Now don’t get me wrong: a good time was had by all, but this session did not, at all, have an ‘end-game’ feel to it, and my problem is: how do I now, in the DW spirit, without too much (or any) railroading, give them such an endgame? I can’t just decide to materialise the blood god after all — that would be a cop out, and to be honest this was already the second time they prevented this ritual. Setting up yet another ritual would be boring. I suppose there’s nothing for it but to just forget about the blood god.
I am so conflicted about this. By all rights, having the heroes foil the bad guys’ plans should be a great ending to the campaign — but it was such an anticlimax — they were just so fast, and it was so easy, that it was no different from any normal encounter. It doesn’t feel right to end it here and just send them off to new adventures.
Upon reflection I suppose I should have made more effort to introduce multiple fronts/dangers. We started to focus too much on one story line, and so now there is nowhere else left to go.
Damn, this GM’ing stuff is hard…