I managed to paint myself into an inescapable corner with my AD&D campaign, and burned myself out trying to find some way to wriggle out of it. So, I'm taking a rest from DMing for a time, while I regather my mojo.
My problem is that I tend towards grandiose world-shaking plotlines, and that alway turns out to be too much weight to carry. Especially since my predictions of how any given player will react to a situation always turn out to be wrong. I have tried second-guessing myself, on the assumption that I'll be wrong, so I plan for the other likelihood, whereupon (of course) they'll always choose the original path. Hey-ho.
I think I'd be better scaling things back to a much more localised episodic murderhobo campaign — simple loot-gathering, and maybe some "Seven Samurai" defending-the-peasantry scenarios so that the paladin can get some moral satisfaction.
I'm still left with the problem of how to get out of the current campaign believably, but maybe I'll just ignore believability and do a "with a bound they were free" scene shift and ignore the whole thing.
The intervention by some friendly/unfriendly deity always comes in handy
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