The Mission Impossible franchise was a major touchstone for how I run a tabletop RPG session. Final Reckoning reflected that in ways both predictable and unexpected:
- At its best when all the players are working together but divided, each having to focus on unique problems.
- At its worst when anyone goes solo
- A plot that ends up being too hard to follow and an antagonist who is mildly forgettable despite my best efforts
- Tremendous fun when it leans into that tone, but really struggles to find a somber tone that still entertains
- Grand finales that bring back a bunch of side characters for great moments but I have to remind the players really blatantly how they know this person.
Anyway, one of the lesser outings for the crew - too long and dirge‐like. Maybe better than MI2 still? I suppose I would have to rewatch that one to say for sure.