Resolving a Front
Often a front will be resolved in a simple and straightforward manner. A front representing a single dungeon may have its dangers killed, turned to good, or overcome by some act of heroism. In this case the front is dissolved and set aside. Maybe there are elements of the front—dangers that go unresolved or leftover members of a danger that’s been cleared—that live on. Maybe they move to the campaign front as brand new dangers?
The campaign front will need a bit more effort to resolve. It’ll be working slowly and subtly as the course of the campaign rolls along. You won’t introduce or resolve it all at once, but in pieces. The characters work towards defeating the various minions of the big bad that lives in your campaign front. In the end, though, you’ll know that the campaign front is resolved when the Dark God is confronted or the undead plague claims the world and the heroes emerge bloodied but victorious or defeated and despairing. Campaign fronts take longer to deal with but in the end they’re the most satisfying to resolve.
When a front is resolved take some extra time to sit down and look at the aftermath. Did any grim portents come to pass? Even if a danger is stopped, if any grim portents are fulfilled, the world is changed, if only in subtle ways. Keep this in mind when you write your future fronts. Is there anyone who could be moved from the now-defeated front to somewhere else? Anyone get promoted or reduced in stature? The resolution of a front is an important event!
When you resolve an adventure front usually that means the adventure itself has been resolved. This is a great time to take a break and look at your campaign front. Let it inspire your next adventure front. Write up a new adventure front or polish off one you’ve been working on, draw a few maps to go with it and get ready for the next big thing.