When it rains, it pours, right? I get four posts one day, and then . . . nothing. I could say that I didn't have anything worth writing about, but I always have things worth writing about.
The current Scary Go Round storyline is quite excellent. Drug (and jam) addled wannabe superheroes is a concept I can always get on board with. To get the full story, you'll want to start roughly hereabouts.
Similarly, progress on the hex map continues apace. I have developed a number of resolutions, regarding the shape of the campaign it will make. I am going to try to include the proper amount of treasure, more interesting and challenging encounters, and the occasional PC death. I had a sharp focus on the story side of my last game, largely because several of my players were interested in that and the others didn't much care as long as they were getting what they wanted out of the game. But there are other skills, and I plan to discover them, and their uses.
In that light, I've resolved not to have an over-arching grand plot. No plans for a final confrontation, no single villain behind all the evils. There will be villains, evil, and plots aplenty, but I won't have any single thread connecting everything from the beginning.
There will be threads, certainly, but I want this campaign to be more free-ranging. Whether or not a villain gets promoted from random underground foe to major arch-villain will, hopefully, be based more upon player interest than long-term GM plan. I do like the over-arching plot technique, but because both of my successful campaigns featured it heavily, I'd like to try something different.
Oh, and gnomes. I think gnomes are going to be a major part of the next campaign I run. Gnomes rock.