Some nights, you roll the dice and the city rolls them right back at you. This session was one of those nights.
The setup looked simple enough on paper. Show up, wait for the meeting, get the information, and get out. Easy. But if Gotham has a favorite game, it’s turning straight lines into knots.
This was a tense one to run. It wasn’t about walking in with guns blazing, it was about the slow, creeping feeling that something’s wrong before you even put your hand on the door. I let the dice dictate the mood, and they landed in a way that made the place feel… off. Like the whole scene was holding its breath.
From there, it was just a matter of letting the tension pull itself tight. Watching things build up is one of my favorite parts of solo play. You don’t script it, you don’t plan it, you just lean into the feeling and see if the dice agree with you. In this case, they did. Big time.
The episode became less about the meeting and more about survival, control, and making sure you walk away from the table on your own terms. Gotham doesn’t give you clean endings, and I didn’t expect one. But I like where it left things…doors open, questions hanging, and enough pressure to keep the next session sharp.



