Thanks to the selfless efforts of players throwing themselves upon the rocky shoals of my Ghostbusters adventure, I have gleaned the following insights on what needs revision:
- Include research materials on Ecto-1’s load-out. Nobody thought to consult Tobin’s Spirit Guide. I suspect that was in part because they could have used a reminder such a thing existed.
- It’s great to realize how severely one has over-prepared. It makes it so easy to pull material out of the air when you’ve had it tucked up your sleeve the whole time.
- A 3d-1 cone of fire breath is too much for a Ghostbuster’s first day on the job — or first day at a new franchise, in Jim Monroe’s case. And they need some DR 1 padding in those flight suits.
- The ending, as always, needs work. Typically I hover in a very uncomfortable area of not wanting to create a tightly defined “pixel bitch” solution, but not being very good at suggesting lines of thought to inspire the players to their own solutions that don’t amount to “we blast it a lot.”
All in all, it was a solid success. One of the most beneficial things I get from running an adventure is the things I make up on the spot then — like names and personalities for incidental characters — can be revised and presented less haltingly in the “real” play experience.
And now, after some updating of character sheets and my notes, it’s time to get on that Highway to Niflheim!