Aaaaa! The 9-year 3.5 game is in five hours and I don't have a "b plot" or two additional clues for the "a plot".
I'm not railroading so much as trying to lay down some track in multiple directions the players might proceed in. I'm also nudging towards the end of the campaign, tying up loose ends instead of creating more, so straight-up improv is much, much harder at this stage. There is surprisingly little advice written on this subject - ending long games satisfyingly is hard.
We are an inclusive Mastodon community for everything tabletop (and more). We welcome everyone that wants to be part of the community, boardgamers, RPG players, casual gamers, party gamers, hobbyists, LARPers, game designers and publishers, RPG characters, artists, writers, vlogers, podcasters, reviewers, streamers, lego builders and more. This is meant to be a positive and safe space for people to enjoy each other's ideas, opinion and have fun. To keep tabletop.social that way, the Code of Conduct and Rules will be applied and enforced thoroughly.