If the steel tether to the bustling cities back east should sever, the fledgeling communities at the frayed edges of this nation will wither to dust.īehind both the settlers and the railroad, justice straggles a distant third, never quite catching up to the expanding frontier. Huddling together for protection against the elements, the wilderness, and its native inhabitants.īehind the settlers the railroad follows, a lifeline between isolated communities that brings news, fresh faces, and trouble faster than ever before.īut life on the frontier is precarious. Clustered buildings grow organically into frontier towns, with townsfolk On the western fringes of a foundling nation, eager settlers strike out into an untamed expanse, each homesteader desperate to carve out a space of their own in this age of opportunity. Obviously, this is not a typical D&D game. The End of the Lineis a one-off adventure using D&D 5e framework but is primarily set on a literal train. Maybe this is why nearly every “one-off” I’ve played in ended up becoming campaign games. By their nature, it’s best if the basics of the story and the characters move quickly because if players wander from the storyline there’s almost no chance they’ll be able to complete it. Recently, someone told me that one-shots were mostly railroads.