If the creativity is an ocean, then writing is the wind in the sails and its been dead calm for a while here. The game went into a hiatus, then ended, and when it restarts, as it most certainly must, it will be a Season Two of the campaign. The game died for all the usual reasons: A new promotion, count as a new job to be learned, GF moving in with me, campaign play outlived its lifespan. Didn't know, but continuous campaigns typically last two years in D&D, and we lasted 2 years 10 months this time, and 3 years 5 months in its previous incarnation. A good player moved on after the mega-dungeon all got sick of, came to a successful conclusion. Story itself covered about a six week dungeon siege/raid into an ecologically realistic mega dungeon complex of 15 different areas 10-60 rooms each. I WANTED to experience Moldway's Red Book, and I got a lot more. One thing I realized was that a D&D is not a fantasy exploration game, it is a tactical combat game, if you follow all of the rules. You must make a conscious effort to make it something else.
I have done and attempted to do a lot as far as game design is concerned. Story was easy, making a map was easy, I enjoyed using Moldway's rules for generating a dungeon, and after it was there, I used good tactical sense to fortify it using the in-game resources available to the Nemesis NPC. Where I made the mistake (if you can call it that) was that I let the dungeon outweigh the rest of the world, given ultimately the short life-span of a typical campaign (2 years). I did succeed, however, in taking AD&D from table top miniature figure-based war-gaming, to a more phenomenological narrative style, where combat is geared to tactical realism and takes place in players heads. I also did for the wilderness and the outdoors, what Gygax and Moldway did for the underground labyrinth, creating a realistic wilderness experience that a real world outdoorsman might appreciate. Finally, I tried to computerize the pencil and paper AD&D, where you input the ability stats and other information, such as equipment, and the computer automatically figures out and prints the necessary in-game rolls on your character sheet, the character sheet itself changes configuration based on the character class that you pick. So far, I have failed to achieve this.
I have to start writing a new adventure. The next one will be done using non-linear encounter node design and will familiarize the players with the Barony where the story is taking place. I found two beautiful maps, and they will be the next two adventures in the campaign, and I will design those using the modified hex crawl system.