>>95997130 (OP)Lack of direction isn't the lack of pacing. Shit gets boring once you don't know what you're gonna do next. The idea is to leave enough incentive for them to do something.
My Call of Cthulhu group has really put the screws to the bad guys, and are close to rescuing the hostage they need to rescue. The bad guy isnt PLANNING on sinking Arkham or causing a major natural disaster, but if he needs to scatter, he will. They're on the run, he's got the cops running around chasing dead leads, he has a whole carnival full of nutcases to throw at any problems, along with two monsters running amok.
The first session was them collecting info and getting slowly closer to the truth before glimpsing the sinister nature of everything and nearly being killed. The second session was them closing in on the hostage and slowly getting the info needed to spring him, causing chaos in the carnival before they escape. The third session is the moment the bad guy finally pulls out all the stops to end this nuisance, setting up road traps and sending the monsters to eat them in their sleep. Truly life or death situations that will be the word of the day, and the players will need to truly push themselves to their limits.