Hey everyone,
I could really use some advice from more experienced GMs.
I’m currently running a Mörk Borg campaign that has gone way longer than expected — we’re about to play session 14, and each session usually lasts 3–5 hours. I know Mörk Borg isn’t really designed for long campaigns, but my group is loving it, so we kept going.
The campaign evolved into something much bigger. There’s a primordial entity (Qoragg) that the players unknowingly helped awaken early on, and now it’s accelerating the Miseries across the world. Each Misery has a Herald tied to it, and the players have already defeated three (Hunger, Cold, and Deceit). The current active one is related to the sea — the Leviathan.
Right now, the Leviathan is invulnerable because of these entities called the “Dried Witches” (from Tephrotic Nightmares), and the players are trying to reach them to break that protection.
Here’s where I’m struggling:
The next session (actually a full weekend game) is supposed to include (in my early sketches):
- A dangerous port city (vice, rumors, factions, etc.)
- Getting a ship (they currently don’t have one)
- A rival orc pirate crew hunting them
- Lore reveals about the primordial entity and the cycle of Miseries
- A transition toward "Glass Throne” (where the witches are)
- A naval combat using Pirate Borg rules (which I really want to make memorable — I even bought a physical ship for the table)
And honestly… I feel overwhelmed.
I don’t know how to structure all of this without it becoming messy or losing focus. I want the session to feel meaningful and memorable, not bloated.
So my questions are:
- How would you structure something like this across a long session or weekend?
- How do you introduce meaningful lore without overloading players?
- Any tips for making naval combat fun and dynamic in Pirate Borg, specially for something like a boss fight?
- And more generally: how do you know what to cut when everything feels important?
Thanks in advance — I’d really appreciate any insight.