Player Versus Player Roleplaying In The Magical Millennium

Another week and another Dungeons and Dragons session in the bag! This week, I got to run The Magical Millennium again. Our last session involved a Parent/Guardian-Teacher Conference and the party’s first adventure (which only included four of the group’s five players, unfortunately) and this one started off with a little bit of back-tracking for the player who couldn’t be there for the last session. After all, her character needed an opportunity to start on her homework (to interview an experienced adventurer, with bonus points if the adventurer was active before the Adventurers’ Guild began operating). From there, we moved into spending some time going through the finances of the previous year’s Junior Student Government (discovering conclusive proof of the previously suspected embezzlement along the way), more interviews and homework, an incredible bit of Player-versus-Player roleplaying, and then some wrap up as the players moved to establish individual emotional connections over group ones while also trying to finish putting together the lock-in they’d dreamed up as a way to help their absent player character eventually escape the cult they’re a part of. Just normal teen things, you know? It was a lot of fun to preside over a session like this, largely filling in the blanks, keeping tensions between the player characters and not the players (which was not much work, since they’re all good roleplayers, even if this group is still relatively new to playing together), and finding ways to keep the story rolling forward even as the difficult social dynamics of high school students from very different backgrounds threaten to slowly rip the group apart. This game continues to be a blast and I am eager for the next session, even if I still have to wait two weeks (as of writing this, anyway).

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