Skip to main content

Friday night gaming recap: into the Cauldron

It's a coach of blood-chilling terror
The last session had been a little rough, but nothing helps get me back in the right frame of mind for gaming like a long conversation with Adam from Barking Alien, which I enjoyed the afternoon before the game.  One of his best bits of advice was to talk to my players about where I was in terms of how I felt about the campaign.  I'm really needing to wrap this up, but I also don't want to just see it fall flat--there's been too much time and energy invested in it for that.

So last night was one of our gaming sessions where I'm gaming with the adults, and one of the youth was GMing the other youth players.  I was feeling a little more confident than last week when it came to set-up, and with a particular emphasis on interesting set design and some fun roleplaying the game went off pretty well.  The group took down (with more than a little help), the #2 gang in Grimfest, the Children of the Third House, which only leaves the PC's and the biggest, most powerful gang, the Parliament of Bone.  The Parliament had effectively set up the Children by encouraging them to participate in a ritual that was likely to fail (and did, summoning a Bone Devil to kill them all), and the PC's came in, mopped up, killed the Bone Devil, and the entire hideout ended up being cast into a giant pit of lava.  And...scene!

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...