Sifting Through The Ashes: Micro Versus Macro Plotting

As I’ve been to busy to really do much active preparation for this tabletop campaign (which isn’t great considering that I’m writing this two days before our next session and I need to be ready to facilitate a game of Sanctuary), I’ve been trying to keep my momentum going by working through whatever plot I might put together for the two discrete chunks of the later campaign that I can foresee. I’ve got the outline of it locked in already, and I won’t be getting TOO specific since I need to leave room for adaptation, player input, and micro-plots, but I really need to start lining up some of the more important details. Especially for the first chunk of the campaign since that’s going to be a bit more locked-in than the second chunk by its very nature. I also need to produce a map for it as well, since that kind of location-based visual will be important for a while. It won’t be unimportant later, but it will be more important earlier to help ground everything we’ve got going on. After that, I need to generate a bunch of names, some proper nouns, work out how to incorporate a few fun little details from our games thus far, and then organize it all in some way that I can reliably use and won’t completely forget about. I’ve made plenty of GM reference documents in the past, but none in quite a while and I’ve never done anything of the sort while this burned out and tired, so I’ve got my work cut out for me.

Continue reading

Shifting Through The Ashes Dev Log: Frost Shepherds And A World Ending Game

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.

Continue reading

Sifting Through The Ashes Dev Log: The Not-So-Quiet Year

We’ve had our first session of the tenatively titled “Sifting Through The Ashes” campaign. We had a good starting session of The Quiet Year (By Avery Alder) and while it took most of our session to get through Spring, there was a bunch of slowly figuring things out as we played and periods of thoughtful silence, so I’m hoping this next session (the day I’m writing this, actually) will go a bit faster [it did! But more on that next week]. Not that I’m in any kind of hurry, I just want to keep things moving along and there’s plenty of ground left to cover. I want to keep us moving so that we aren’t still working up to the actual game we’ll be playing by the time next year rolls around. After all, we only have one regular session a month and up to two additional sessions scheduled as/if we find a day to hold them. That’s not nothing. Three sessions in a single month is pretty good even for a weekly campaign, in my experience, and we’ve definitely gotten that this month, so it looks like we’re moving at a pretty good pace. And yet I don’t want to risk us faltering or losing steam at a crucial moment. I also want to pace things so that my players have enough time to start thinking about whatever game we’re going to play next and getting through two seasons of The Quiet Year tonight (the day I wrote this, not the day it gets posted) would mean that they have two weeks before our next session and can spend that time reading the rules for the next game we’ll play. I’ve got it all planned out and being able to stick to that plan would be nice. Not essential, of course, just nice.

Continue reading

Sifting Through The Ashes: Now It’s Official

The multi-game campaign I’m calling “Sifting Through The Ashes (Working Title)” has officially begun. We had our first meeting, the first conversations about what we’re doing have been started, we’ve observed our first lengthening silence in response to a question I asked, and I’ve even made a discord for the group. Heck, the day this posts, we’ll be getting together to start playing our very first game: The Quiet Year. I’m excited to introduce more people to that, and to get this whole campaign thing a-rolling. Of course, it would help if I wasn’t still struggling to get enough sleep and feel rested, but that’s just kind of life these days. Never enough sleep. But that’s okay. It’s only a three hour session playing a game I’m familiar with and need to just lead, not adjudicate. After all, it’s a GMless game and while I’ll still be wearing my GM hat, it will be just to facilitate the game and help get everyone’s creativity flowing rather than because rules need interpretation or a difficult situation needs arbitration. As long as work doesn’t kick my ass the whole week leading up to the session or give me extra hard on the day of the session itself, I should have enough juice in the tank to handle whatever that might bring [work has kicked my ass the whole week up to the session]. I still need to make sure my players are reading up on all the stuff I posted in the discord, continue reviewing the rules of Armour Astir: Advent, and make the roll20 game we’re going to use for maps and stuff, but most of that is pretty easily handled when I’ve got a bit more time and energy than I do right now.

Continue reading

Sifting Through The Ashes: Off To The Races

I was never one to hesitate long once I’d made up my mind. Which is why, a week later, I’ve got just a bit over fourty-eight hours left before session pre-0 (or -1 as I’ve taken to calling them) with my group of players. Three new folks I’ve never run for before and one familiar constant. I know at least two of the three new folks share my passion for committing to things and taking those commitments seriously, so I am hopeful that I will be able to avoind the old follies of campaigns past. Which just means I’ll be open for all new follies in this campaign. One of the players, the boyfriend of one of the other new players, is not someone I’ve spoken to extensively, like I have with the other two players. I did a bit of a semi-formal interview, asking him a bunch of questions about his interests, experiences, and how he’d react to things, so I think he at least won’t be a bad fit for the group, but I usually want more reassurance than this that I’m bringing in a good, quality player who will mesh with the group’s dynamic. It makes it easier that we’ll have a few sessions of worldbuilding, ending, and protecting games before we get into the meat of things, so I should know by the day we do character building for our final game (so we know what to make in our penultimate game in order to arrive there by the time that final game begins) if he’s a good fit or not. If the whole group is a good fit or not. I’m a bit nervous that it’ll all fall apart before we get to the juicy stuff I’m most interested in, but all I can do is press onward and deal with that if it ever comes up.

Continue reading

Sifting Through The Ashes: Starting A TTRPG Campaign Development Log

As I get more and more rest and gradually recover from my extreme burnout (and probably wind up back at just “bad” burnout instead of “extreme”), the idea I had for a TTRPG campaign just won’t leave me alone, so I’m going to start working on development (well, I already have been, to be completely honest). It might yet go nowhere, it might go somewhere fun, or it might follow the course of all of my campaigns by starting out with promise that slowly dwindles as I burn out and my less-than-engaged players stop putting in any effort. I don’t know. I’m definitely not getting my hopes up about being able to play out the idea I had in its entirety. I just… I WANT to be doing this again. I cut out so much of my day to day life and the one thing I miss the most, that still fires me up the most, that I only ever think of along the lines of “I wish I hadn’t had to end this,” is running games. I want to get back in the storyteller’s chair. I have such an interesting idea that I’ve been letting cook for a while and I really want to do something with it. I mean, I could write a story about it, but I really miss collaborative storytelling. I really miss looking at friends as I run a game and roleplay through whatever situations we wind up in. Dipping my toes back into D&D as a player has also whet my appetite for this kind of storytelling, so it’s all kind of coming together. I’ve got an interesting story, the world is practically building itself, and I think I’ve got four people who would be just as committed to playing this game (and doing their homework for it) as I am.

Continue reading

At The Heart Of My Desire To Run TTRPGs

As someone who has more than a passing interest in tabletop games, scholastic pursuits, and reflecting deeply on things, following Dr. Emily Friedman, a professor studying games with a focus on tabletop roleplaying games and the Actual Play media created using them, on social media was a no-brainer the instant I first came across her posts. I also wound up following a bunch of people she communicates with regularly for their insights on these interests of mine and, after the fall of Cohost, saw the tabletop scene of that website merge with the growing one on Bluesky, such that it isn’t uncommon for me to find someone proposing an interesting idea and them mutliple other people examining the idea or thought through different lenses. Lately, this has been especially important to me because Dr. Friedman has been writing more and more about how being a Game Master (or Dungeon Master) is a form of labor, how the labor of game-making happens falls so heavily on them, and what that means for the community that exists in the form of players and GM. It has given me a lot to think about as I reflect on what I want out of running games, why I care about games, and what am I actually getting out of all the time and effort I put into running games. This, itself, has sparked a lot of thought about the various games I’ve run over the years and the one lingering campaign I still have these days, even if we don’t play that often, and all of it came to a head when I read a follow-up post to the latest idea proposed by Dr. Friedman (that a specific corner of the hobby that is tabletop gaming is likely comprised almost entirely of poeple who did all the work in group work assignments to make sure it all got done right): RPGs are, in a sense, an unwelcome activity even while doing them.

Continue reading

Yet Another Ending, But This One Feels More Final For Some Reason

It is done. After quite a while of trying to make this one every-other-week game stick around, I have brought it to an end. The campaign/group that included both The Demigods of Daelen and The Magical Millennium has concluded. Between my time off this past summer, general scheduling woes, and the slow withdrawal of half the players I’d tried to include in the campaign, there just wasn’t much left to keep alive. Especially considering how much we were probably going to struggle with getting the remaining folks together to play, a thing we wouldn’t be able to do if even one of them was missing. With only three players and the GM left, any single person missing makes it impossible to continue. We talked it over this past weekend, ironically with one of the remaining players arriving very late, and conluded that this was for the best right now. We might get the group back together in the future, when everyone’s schedule is more dependable and we’ve got more players to join us, but for now we are bringing it to an end. I’ll still have my The Rotten Labyrinth game on its every-other-weekend schedule, but now I am without one of my staple campaigns for the time being. We might yet get together for one-shots or to play games or hang out or whatever, but it won’t be on the structured, three-to-seven-Sunday-afternoon schedule we’ve been trying to maintain up to this point. It’ll be more ad hoc. Impulsive, even. Less regular. Which feels silly to say given how little this group has met. We couldn’t even get more than two people together on our play-Stardew-Valley-instead-of-D&D days.

Continue reading

A Return To Form With The Rotten Labyrinth

As this slowly becomes my most-consistent Tabletop Group (it benefits from having 6 players and only needing 3 to actually play), The Rotten Labyrinth has returned to high-form with our second repeat session post-taking-a-break. We had it all this past week! There was a combat encounter that almost went very poorly and likely would have ended differently if not for a lucky crit by one of the players! We had a bevy of traps, some avoided and some carelessly tripped! We had our first instance of the party being split! We had a creative application of some magic based on something the party had learned previously! We had glorious treasure, plenty of close-calls, and a dedication to the party’s chosen mission the likes of which I had not seen before! Everything went exactly according to plan, by which I mean that the party alternated between fucking around and finding out, and driving towards what they thought was their best path forward! Unfortuately, the first floor of this labyrinth is a maze and they may have overestimated their ability to get where they want to go by moving in cardinal directions! They found some dead-ends, skipped some interesting paths forward, and flirted with multiple instances of learning something about the labyrinth without ever pursuing it further. All-in-all, it was a pretty fun session! The first one I’ve run in months that acually used almost the whole time set aside for us to play. Today, I’m very worn out from all that talking and game-running, but I’m excited to see where they go next now that they know simply walking (map) west and (map) south will not get them to their destination.

Continue reading

The Rotten Labyrinth Returns To Life Just In Time To Spring My First Trap

Part of creating this massive labyrinth has been coming up with a variety of encounters for the characters (and players) exploring the labyrinth. Some of this is basic traps, random monster encounters, and bits of loot spread around the labyrinth in as close to a haphazard manner as I can manage while still making use of the space properly. Other stuff is what I like to think of as “The Big Deals:” things that could have significant impacts on the group or that change locations as time passes (and, usually, could still have significant impacts on the group). So far, the party has run into one Big Deal of each type, but they only just achieved that in our most recent session when they found a trap that had the potential to slowly kill them while also giving them a chance to learn huge, significant, and important details about the world as a whole. It was a difficult trap to avoid once they (literally) stepped into it, but it was one with a bunch of red flags raised around it, there to warn my players about what they were going to find, so they would be in a position to choose whether or not to step in the trap. Like players everywhere, they still chose to step in the trap so I got to share some information about the world around them and they still managed to get out with only a single level of exhaustion rather than their entire life force drained away. All-in-all, I think it was a pretty successful session and an all-but-perfect deployment of the first of many Big Deal traps (though I suppose there is another Big Deal trap out there that they already tripped, but it only became a Big Deal Trap once they chose to interact with what was supposed to be a mixture of set dressing and world lore). Coincidentally, it was also the first Big Deal anything that I made when designing this labyrinth.

Continue reading