Skip to main content

Pre-EOW post and taking a break

Author's note: EOW is the annual three-day gathering of my friends where we spend those days doing three independent day-long gaming scenarios using a homegrown ruleset.  You can learn more about EOW by clicking on the EOW tag on the right-hand menu bar of the blog.

This year for EOW I'm doing a Star Trek scenario taking place in the middle of the Deep Space 9 series around the early part of the war with the Dominion.  I have no less than nine players, so I decided the best thing to do would be to break them up into two groups: a Federation crew and a Klingon crew, each with their own (underpowered) ship.  It is a complicated session for me.  For one thing, I'm not that familiar with DS9.  Two, there's the number of players, although they are used to being in a big group.  Three, the scenario is long and complicated in order to fill an entire day, but I'm worried because you never know when something will go off the rails and the whole thing grinds to an early stop.

In the meantime, I'm taking a little break from the D&D game for the month of October.  While that is happening largely because of calendar issues, I also just felt like I needed the break.  The game has been steaming along nicely, with the players continually engaged in a plot that seems to be going places,  But I have been running this campaign three times a month since January, and the pace is a little exhausting.  Moreover there comes a point where you just need to do something different in terms of genre.  Hopefully EOW will scratch that itch, either between my running Star Trek, playing in the "Traveller" game on Sunday, or whatever is happening Friday.

I keep thinking there should be some sort of "endgame" to the campaign coming up in the near future.  I can see two major plot points that need resolution:

  1. The stabilization of Grimfest.  PC's as rulers, PC's as merchant princes, whatever.  That's for them to decide.  The players have made it clear their intention to wipe out three out of four of the known gangs in Grimfest, while setting up the fourth as part of the rebuilding of the city.
  2. Rescuing their lost assassin, Sign.  Sign died outright two sessions ago, but after consultation with the player I realized that her seemingly irrational actions were the result of not understanding what was going on in gameplay.  As such, I felt like I could give the PC and character a bit of a reprieve, but still hang a plot on it.  In the process, however, I ended up opening a potentially long and complicated quest to recover her from drow slavers.  So on this thread I have three options: go with the campaign for a few more months than I would have otherwise, compress the quest down, or just have Sign never be recovered.  That last one would leave the group dissatisfied, however.
The group, for whatever it is worth, is still really enjoying the campaign, so that's good at least.  I'm just trying to figure out how long I have until it switches to something else.

Comments

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…

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...

Review: the Valiant Universe Roleplaying Game

Capsule: A near-clone of Marvel Heroic Roleplaying that throws out the good while keeping the bad.  Useful if you're a fan of the Valiant Universe.



I've been looking forwards to this game ever since Free RPG Day this year, although with some trepidation.  The rules were sketchy, and the free booklet promised more detail when the main rulebook came out.  I also snagged most of the additional free material Catalyst Games had put out as PDFs on DriveThurRPG, which gave me most of the major characters from the Valiant Universe.

Quick side note about Valiant comics, for those who don't know.  Originated in the 90's during the whole big indie comics movement that spawned Malibu, Image, and a host of others small publishing companies.  The early Valiant characters included a pseudo X-Men mutant youth team (Harbingers), a archtypal "Iron Age" gun guy (Bloodshot), the high-tech alien armor guy (the bizarrely named X-0 Manowar), and a quirky no-capes duo (Archer and Ar…