17+ large scale combats
Tailored Plots for all
Bad puns.
We had it all! First thanks goes to my Co-Gm Crawdad who did a fantastic job building this game as my partner in crime. Last Stand could not exist without him.

Then of course thanks to each and every one of our players who made this a fantastic game to GM. We definitely ended up with quality over quantity I think (one of the few games I've seen players all politely offering one another the chance to participate in limited events) and it showed. Enjoyable characters, fun personal quests, strong banter and a really good team spirit. Everything a GM could want!
Mechanics wise we wanted to focus on a combat heavy campaign with a lot of diversity. So events should feel different and every combat, even the simple ones, should be distinct through use of location rules, different enemies or at the very least narrative importance. Some of our event experiments went great, others I would fine-tune again in the future, all the nature of experimentation!
We also wanted to run some tailored plots for as many folks as we can. Lots of larger games don't have the capacity to do anything personal for a player (and where's the fun in that?) so I particularly enjoyed the chance to run some smaller more targeted scenes.
I will keep monitoring day 12 throughout the rest of the week, so please ping me if there's anything I can do for you. But I won't lie, after a couple weekends of running 3+ simultaneous combats my bed is looking pretty good right about now...