Inside the GM's Mind
Or Why Ty is Such a Jerk to His Players
When I first sat down to design this adventure, I decided to approach it differently than my usual method. Most often when I design an adventure, it's pretty linear. There may be choices and branching paths along the way and player's can take any course they want, but it's generally pretty obvious which way to go to achieve their goals.
For Necessary Evil, I wanted to make more of a sandbox approach. I designed the location and fleshed it out: a potentially mutinous and power-hungry Baron, his vast network of resources, some connection to the mysterious Men in White, and the whole "terrorist" angle of a pack of loyalist vampires stirring up dissent and fomenting rebellion. With a setting in place and relatively alive, I set a goal for the players and dropped them into this setting.
While I had an "ideal" method in mind as to how you could approach this situation and resolve, I did not write up any encounters beforehand (which I always do) or stat out any NPCs or plan anything. I was going to sit back and let you guys dictate the direction the story went, which I have, and deal more in reactions than proactivity.
So, now, we have found ourselves in a situation where the party has potentially made enemies of everyone on the island and they still have a situation to resolve. It will be interesting to see where things go from here.