Well, most of it, anyway.
Readers who succeed in wading through the entire thing will notice a certain fragmentation of the narrative, with several major incidents occurring off stage and being referred to only in maddeningly vague ways. This is intentional. As there has already been some call to perhaps revisit this era in a few one-offs, I've decided to save some things in reserve just in case we ever do. Although this will result in the novel situation of the PCs knowing more about certain things than the players, none of these secrets are truly earth shaking and shouldn't affect post-American Dream play in the least.
But then again, I would say that, wouldn't I? Trust a smiling GM at your peril.
Also, people may be curious about the prominence of John Phillips' Mentalon in the following docudrama. Indeed, this whole tome originally started out as a quick synopsis for John to prepare Warden Braffert for the JLA Abroad adventure in Japan (remember that non-event, true believers?). John rated a synopses because the moment he introduced Warden to the Sansoniverse, the character instantly became incredibly important to the story (and filled a role in it far better than what I had originally planed). If you don't have any idea what this role could be, or why John might require a synopsis of what Warden went through before the character could be played again, well, that's what this whole thing is for, now isn't it?
Also, because of that special role, two chapters will, for now, not be available here at the site for general perusal. They will be e-mailed privately to John alone. I'm doing this because by the end of An American Dream, Warden Braffert will be the only PC left alive who knows certain vital pieces of information.
(Ominous Pause)
If, when and how Warden decides to share this information with the other PCs will be up to him. And perhaps one important NPC.
At any rate, the quick synopsis is now more like a full-fledged dramatization--feel free to make your own sound effects as you read along. I would have streamed the background music I'd planed to use for certain incidents if I really wanted to waste a lot of unnecessary bandwidth and have this site mock copyright law even more than it already does.
Before we begin, I must also thank my fellow GMs for donating fine ideas of their own to the campaign. I have tried to incorporate them in this wrap up as best as I could. Niko's American Knights were invaluable and Steve had an interesting arc for Uncle Sam planed, as well as some bloodthirsty surprises. I hope my adaptations of these elements here will meet with their approval.
That's about it. What follows is but one possible way the story could have gone, of course. Had we played it through, things very well might have gone differently. Then again, they might not have. Alas, we will never know. No matter. The ending is still as I always intended it: Some things have changed, others have not. Take it as you will.
Enjoy.
Click here to read Steve's
very generous Preface.