Skip to main content

EOW 2015 Recap (with helpful GM notes) Part Two

Author's Note: Part One can be found here.

Session Two
Setting: Star Trek, Deep Space Nine era
What Went Right: Some great roleplaying by the GM (if I do say so myself)
What Needs Work: Overestimating player knowledge

So this was my session, and happened on Saturday, which is always the best attended session for the weekend (in this case, nine players).  I had been hankering for running science fiction and Star Trek in general, so I figured the best way to ensure that everyone was relevant was to have the party split into two crews: Federation and Klingon.  With the help of some friends, we put together a DS9-era story rich with the classic elements of DS9: religious and cultural conflict, murky morality, and some Dominion ass-kicking.  I was pretty pleased with the scenario, but I also knew that the group was composed of a lot of die-hard Trekkies, so I crammed the last couple of months for this session watching old episodes, reading articles from online DS9 wikias, and talking to my friends who know Star Trek much, much better than I do.

And in the process, I ended up outpacing the group.  While I had some pretty impressive roleplaying of my own, the subtle nuances of the story were missed by the group.  Nuances that were, in the end, rather important when it comes to the outcomes of their actions.  In this specific case, an artifact which allows the Skrreans to commune with the Prophets would have a major impact on the religious community of Bajor, and possible cause a public rift within the Bajoran community.  When the Skreeans find this artifact and turn it over to the Federation crew, which includes a member of Sector 51, what do they do?  That was supposed to be the real point of internal debate and conflict within the party, but instead they just turn it over to Kai Winn without being truly aware of the consequences, and then were a bit shocked as a result.

In hindsight, I should have included a Bajoran NPC in the Federation crew who would be my own mouthpiece to highlight the cultural/religious tension and help the players make an informed decision.

More to come!

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…

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...