Wrapping up a campaign

I feel a melancholy at a closing chapter, a veil draped spirit because for the past 5 months, I’ve been running a D&D campaign, and we just had our last session yesterday.

The group came about from a post on our local listserv. Which was particularly nice, because the list already had a lot of filters on who gets to participate in the emails. It’s a leftist, queer, and artist centered group. This reduced most of the risk of playing with some random person at a game store.

The group turned out to be lovely—mostly neophytes to random encounters, of dice and lore.

While the game was ostensibly D&D 5e, I mostly played it in a rules-lite NSR style, letting players interpret their spells and powers to fit the situation, like using a damage-dealing lightning spell to find a metal object in a field.

Every other session, I brought an indie game to play in the setting: Quiet Year for world building; Honey Heist for a goofy digression where the players played goblins—a Quiet Year carved our world, Honey Heist lent a goblin's mischievous grin, and Ten Candles flickered out in tragic denouement.

At the goodbye, some people went on to see a band playing down the street. Another went back to writing their doctoral thesis. But we don’t have any upcoming plans to see each other in the future.

Providence is a small city, our paths will likely cross.

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