I’m a bit behind on these “Dev Logs,” but Sifting Through The Ashes has finished its second and third full sessions. We got through Spring of The Quiet Year in our first full session, Our second session saw us through Summer and Fall, and now our third session got us through a rather quick Winter and the entirety of World Ending Game (by Everest Pipkin). We had a lot of good world development, got to add some interesting tidbits, and even my players helped me build in the direction I’d indicated we were going to travel, so I was able to get more stuff done on my turns that wasn’t just strictly advancing the worldbuilding required to set up the vision I’d pitched. I was also able to get a little free-form with it. We expanded the bird cult, found some magic crystals, learned about a geothermal plant, saw a volcano cool, failed to cure a rampant disease, catalogued a lot of plants, discovered a crystal-powered mech, and even learned about some cool anti-gravity rocks. We had a pretty good run before the stars fell, the war ended, and the world began to get coated in the ash of disintegrating space debree. And then we even had five killer scenes as we turned the arrival of the “frost shepherds” (the undefined force that brings an end to The Quiet Year’s gameplay that, in our world, was drifting boats carrying refuges from all over the world) into the gradual end of the world in which we’d built our small slice of continued life. It was good. And incredibly melancholy.
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