Skip to main content

Looking ahead to 2014

A Long, Hard Season
I had an uncomfortable moment when I looked at my calendar and realized that the last time I played my MHR campaign was in mid-October.  There's been one gathering of my group since then, but we were very short-handed and tried out the FATE character/campaign creation rules instead.
The reason is simple: work, family, and the holidays.  And since my job is deeply connected to the observance of Christmas, it doesn't get any easier.  We schedule our games consistently every other week.  In November I had work on the 1st, gamed on the 15th, and then the 29th was Thanksgiving weekend.
In December, the 13th is when my son is celebrating his birthday (by catching the new Hobbit movie), and the 27th is two days after Christmas.  I'll be free because I will likely not be traveling, but I suspect I'll be the only one.  That means December will be a complete bust.
Going Forward
One of the biggest problems I have is that I will get into the bad habit of screwing with the format of my game.  It's probably something related to an un-diagnosed attention-related disorder, but it also happens when things aren't going quite right.  For example, when the gaming schedule isn't working out, or players' attendance gets iffy, or when we have a bad gaming session.  There's an inclination to start throwing spaghetti against the wall and hoping that something will manifest itself that works.  (As a side note, this tends to happen in real life now and then.)
There's a wise voice inside my head that is suggesting that this cycle tends to crop up around December anyways, as indicated by a lot of memories of spending time hanging around my in-laws' house making notes about gaming campaigns.  That same voice suggests that I should just build this into a regular creative cycle: build a campaign that runs January to October, then take two months to re-energize, plan, and build.  It would be like how television series are written and shot mostly during the off-season.  If there's any weekend that miraculously comes up as free in those two months, play board games or something similar.
I also can look more at the calendar and try to find the problem dates.  One of the March dates has a problem with my kids' school schedule. April 18 is Good Friday.  If I know there's going to be a gap in game play, I can try to structure scenarios around it.

This seems like a good line of reasoning.  Your feedback is appreciated.


Popular posts from this blog

A First Look at Prowlers and Paragons

For a long time I've been in the market for a new supers RPG.  Since running Marvel Heroic Roleplaying a few years ago, I've been looking at other games, including some that had been passed by the general public, e.g. DC Heroes Third Edition or Silver Age Sentinels.  This was based on the notion that supers RPG's are so niche and so under-performing as a general part of the RPG world that just because the game wasn't making a splash didn't mean it wasn't good.

Plus, I have my own tastes about what I like in a supers RPG, which I've touched on from time to time here, but to summarize I like a game that feels like a comic book, doesn't get bogged down in too much detail, but allows for PC growth and development in a tangible game-system way.  I also don't want to spend hours on character creation using a spreadsheet.  For that matter, it would be an added bonus if it could also accommodate a large number of players and didn't have glaring options…

Hexcrawling a City, an early look

One thing I've been slowly working on for the last year is another fantasy sandbox campaign.  My prior one was generally map-based, although a city featured prominently in it.  As time went by, it lost a lot of its "sandbox" quality and became more directed on my part.  In the process, I think it lost something.

So, after being away from fantasy for a solid year, it's time to get back to it.  I spent some of that last year thinking about cities.   Some fantasy RPG treat cities on a very detailed level, with maps of streets, etc.  But while that's fun "map porn" for GM's, how often would the players actually be seeing or using a map like that?  And how long would it take for them to just accrue that knowledge by exploring the city.  I've lived in my current city seven years, with a car, and I don't know how all the cities line up.  What I know are areas, neighborhoods, etc. some intimately, others not so much.  And if I was going to a new cit…

Large modular dungeon tiles

I made five 4" by 4" dungeon tiles, which is 80 square inches, almost twice my usual batch of tiles.  When added to what I've done already, this is how big a single room I can make:

14 by 14 squares, with four squares to spare.  That's a pretty big room (70 feet to a side).  If I wanted to mix it up, I could build something like this:

I'm probably going to take a little break from this project.  It has turned out well, but until I'm closer to doing a fantasy game I'm going to focus on the games I'm actually doing.
Speaking of which, it's game night tonight...