We finally did it. We had our first session of the something new game I started up to replace The Magical Millennium (which remains on hiatus for the time-being) and even though two of our players couldn’t make it, we had a successful first session. I designed the campaign to be playable with as few as two player characters, so having a few people out isn’t a huge bother for me or the game I’m running. It’s still Dungeons and Dragons 5e, of course (2014 version for everything except I’m including the Weapon Mastery feature for 2024 because that feels appropriate), since most of my players aren’t that interested in going far afield, but I’ve done an intense bit of hacking and homebrewing to alter the basic systems to work on a different scale than the game was originally intended to run at. Most of this is just massaging numbers a bit (a thing I can do because the “Bounded Accuracy” of 5e allows me to alter the numbers in ways that have predictable outcomes), but there’s a few changes to how the rules play out, how success and failure should be interpretted, and how the mechanics of the game are designed to interact. Most of which is not stuff my players need concern themselves with since I’m the one running the show and I know how to alter everything appropriately. What my players are supposed to be concerned with is building the myth of their semi-divine character!
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