D&D

Sep. 4th, 2019 12:08 pm
seekingferret: Two warning signs one above the other. 1) Falling Rocks. 2) Falling Rocs. (Default)
After a month off for Worldcon, we resumed my D&D campaign last night with the 5th session. We were all a bit foggy on the story after the time off, but fortunately I've been sending fairly detailed recaps to the players after each session, so... that was a good plan!

The first quest the players were sent on when I started the game had two parts; Deliver a pearl to the Faerie King, and figure out why the person sent to do so originally didn't. The players achieved the first part, but failed the second, getting sidetracked by several other objectives. This week they finally found the elven trader sent to deliver the pearl originally.

What happened: Had they followed some footprints during the original adventure, they'd have found a semi-conscious, badly wounded elf in the lair of a winged frog/snake monster. They could have rescued her and healed her. As a week has passed, she is sadly now dead. It appears she took a wrong turn and was eaten. Choices have consequences.

I have at least two more levels down to her story for the players to discover, plus any more I improvise as the story goes. I think they are likely to find the next layer down next session, and possibly further hints to the additional level. Have I mentioned how much I am loving running a campaign, where I can set these plot seeds and not have them come to anything until multiple sessions later? It is so much fun as a storyteller.
seekingferret: Two warning signs one above the other. 1) Falling Rocks. 2) Falling Rocs. (Default)
Fourth D&D session last night. Interesting... Transitional session, which is a thing I think I should stop conceptualizing. Having wrapped up the faery plotline for the moment I wanted to shift the players into gear on several of other plotlines, while still keeping the faery plotline in the background. I succeeded in that, but the result was that Not A Lot Happened. Which is maybe not the best plan for D&D? I dunno, I'm keeping an eye on player response to make sure they're still okay with it. So far we seem fine. But there's probably a way to do the transition in an action-ier way.


After the players returned to their home city, they met first together with a guild leader, and then separately with each of the leaders of their guilds. I pulled each player into another room to roleplay those scenes, which in each case were wildly different in themes and story hooks. Mixed feelings on that- the scenes went great, but it was a while to leave the other players sitting on their hands. I had considered handling those scenes in email pre-session, but I decided it was more important to set the scene as a group before doing the individual scenes. Afterward, the players decided to meet up for dinner and share some but not all of the information they'd learned from their individual sessions. Those two segments- the individual meetings, and the post-meeting debrief- were perhaps half the session. That didn't leave much room for moving forward the action, but in terms of character development I thought it was great. They all know now that their actions can make a big impact on the world, unpredictably and sometimes for the better and sometimes for the worse, and I love seeing them weighing their actions more carefully with that in mind.

The last half hour of the session finally got the next mission in gear- the players are now traveling with a giant asshole of a young paladin who has been tasked by the Gods to defeat a great evil in the Mannheim Vale. They're pretty sure he's been making up fake prophecies in order to justify his work, but in any case he is super-earnest and keeps banging on about fighting for what's right, and... this is not a campaign about clear cut good and evil, so I'm having fun playing with that. On the way, the party has also picked up several side quests, including figuring out where all the cats have gone.
seekingferret: Two warning signs one above the other. 1) Falling Rocks. 2) Falling Rocs. (Default)
I ran my third D&D session of the campaign last night. In the last session, one of the players gave a faerie token of obligation to a different faerie. In this session, it emerged that she was able to use that token as her dowry to arrange her marriage to a Faerie King. In recognition of their role in causing the pairing, the players were invited to the wedding. In the background, this shift in faerie power balance was having economic repercussions back home, which the players sought to mitigate during the pre-wedding festivities.

If not for player intervention, the Faery King would probably be dead right now, instead he is now the most powerful fey being in the region, and happily married to boot. The whole session was at the wedding and it was a blast to roleplay.

I think I'm going to try to step away from faery stuff for a while now. There's a lot of other potential narratives in this setting, and I've laid bits and pieces of groundwork for some of them, so it's time to see about shifting them more into the foreground so that the players are juggling another storyline or two. Cold war with the wizards is one, and a gold rush story is another. The faery power struggles are great but the choices involved will be starker once they get stacked against the other economic choices.

I am very nervous about the impact of a choice I am making now. One player's actions were much more significant economically than the others, so in writing up my session report for the players I am planning to give him a lot more Guild Merits- enough for him to reach level 3 while the other players will still be at level 2. Those potential disparities are the whole point of this system, but it hasn't come up as an issue yet so I am really nervous to see how it actually plays out. The hazard of experimental unplaytested gaming systems is the risk that they will suck in practice.



Unrelatedly, I just offered to run a couple of games at Worldcon. I am very excited for that. Worldcon's in a month, holy shit.
seekingferret: Two warning signs one above the other. 1) Falling Rocks. 2) Falling Rocs. (Default)
I ran my second D&D session last night. Lots of woodland exploration, lots of character interaction, minimal combat. Two sessions in and none of the PCs have killed anything, though some NPC allies of theirs did kill a couple of monsters. But that's okay, they don't get XP for killing, they get XP for making money.

I am having so much fun, and I think the players are too. I was grinning the whole drive home afterward. To rescue an ally from a faerie kidnapping, the players decided to trade her a valuable token that will radically alter the balance of power among faerie kingdoms. Afterward, sitting in a tavern learning more about the faeries, they had a collective oh shit moment about the consequences of their actions. It was so satisfying to see them piece together clues I'd dropped over two sessions to figure out some of what was going on. There's still a lot they don't know. :P

I had planned that three or four sessions in, something major would happen to alter the political status quo of the fey realms, but... the players' actions have radically shifted what that something major will be. I'm having so much fun thinking through the changes.
seekingferret: Two warning signs one above the other. 1) Falling Rocks. 2) Falling Rocs. (Default)
I ran my first session of the new campaign last night! Mostly it went well. It was an introductory session, so I spent a lot of time on introductory stuff and not much time on actual roleplaying. We did a thorough review of 5E combat rules, we spent a lot of time talking about characters and character relationships and character abilities, and I talked about some of my worldbuilding ideas and gamemastering principles for a while, and only then did I start the roleplaying. Normally when I run a game, I don't do very much of that and just jump in and explain things only as they come up, but, normally I'm running oneshots and time is at a premium. It was a real luxury to be running this game knowing that there'll be future sessions and I don't need to get everything done in one go, and I enjoyed that freedom. I have to be careful not to take too much advantage, though. I can't just set things up and set things up, I need to deliver story and adventure.

The story we did run through was simple. The guilds sents the PCs as a joint task force to deliver a tribute to a faerie king that should have been delivered weeks ago, but the delivery agent went missing. Until tribute was delivered, the faerie king was preventing trade caravans from using roads in his territory. The guild leader who dispatched them gave them a token that let them take the Fey Queen of Truban's portal straight to the faerie king's court, and after a little bit of exploring they found the faerie king, delivered his tribute, and re-opened the trade route. Simple as pie. Except a trade caravan is still missing, and so is the original delivery agent. To be continued...

I liked that it let me introduce a lot of the campaign's key ideas while getting the players' feet wet in their new characters in a fairly low stress scenario. I introduced the idea of guilds and some ideas about the rivalries and relationships between guilds. I introduced the ideas of faeries, faery portals, faery contracts, and faery eccentricity. I introduced the geography and some of the connected geopolitics. It was just a taste of a session, but I think it was a good taste.

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seekingferret: Two warning signs one above the other. 1) Falling Rocks. 2) Falling Rocs. (Default)
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