The Magical Millennium Finished Their First Day of School

We did it! My Dungeons and Dragons group playing a Modern Fantasy “school-aged teen slice of life but with fantasy tensions” game I’m calling The Magical Millennium finally finished our first day of school! We got through a second period of lunch and specialty training, everyone had fun coming up with a bunch of electives, we talked through what everyone did immediately after school, and then I outlined how we’re going to handled the rest of their first week of class. We didn’t have any new social encounters (though I did have updated rules on hand just in case) since the one that seemed likely to happen during the second lunch period was avoided entirely. Neither the Non-Player Character nor the Player Character who might have fought each other did, instead choosing to abruptly look away after their eyes accidentally met across the cafeteria. It was a tense moment that passed quickly, thanks to their complete and total mutual rejection of any social contact. Other than that, we had fun making a Group Chat text channel in our Discord server (which was rapidly used by several players to simulate their chatting throughout the day) and started getting our first look into the world at large. Which, thanks to our decision to place this game in the real world and then tweak it from there, is super fun to place around the Twin Cities in Minnesota. All I have to do is open Google Maps and there is all the information I need to describe the world around them. This is honestly an incredibly fun game to play and I’m not sure I’ve ever had more fun running a tabletop game of any kind.

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Bringing Majora’s Mask Into My Dungeons & Dragons Campaign

This time, it was only three weeks between sessions for my recently resurrected Dungeons and Dragons campaign (the one I call The Leeching Wastes) and it was only three instead of the originally planned two because two of the players got sick. Which means this is the first time this group has had two consecutive sessions in way more than a year. In this session, after a quick review of what happened during the last session and a much longer process of updating player tokens on Roll20 and figuring out stuff for NPC tokens, we got right into it. We rolled initiative for a fight, the players realized that the enemies were super focused on the one NPC the party needed to keep alive, we started a skill challenge to cross from the edge of the territory to the party’s target location, one character flubbed a skill challenge super badly, the entire party fought against nature, and then they all discovered the world outside The Grove (where the player characters live) in was stuck in a time loop. I finally got to reveal that I had Majora’s Masked my campaign by giving them a haunted moon, a messed up time loop, and a (relatively) young being with godlike powers that listened to all the wrong prayers for all the right reasons, all as a result of stuff that had come up in our game of The Ground Itself that wrapped up in December of 2022. Sure, I had some of god stuff in mind prior to that, but I’d planned to keep it on the down low until a bit more time had passed so I wasn’t burning through every idea I’d had at the outset of the campaign before the party hit level five. But, when the narrative builds itself in that direction, who am I to deny it?

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What Comes After Heart: The City Beneath

Well, we finally did it. My players in Heart: The City Beneath hit their first Zenith beat (the one I’ve been working toward with the player who wanted to withdraw) and another got assigned the group’s first Critical Fallout, which we’ve altered just a tiny bit from its as-written description because the player and I agreed it would be more interesting to give him and his character something to work on as a potential end/major alteration to his character that he won’t be able to remove. It felt more fun than just killing his character off, anyway, though I suppose we’ll see how that goes when we next meet in the middle of April. Our next session was due to happen on Easter Sunday and while none of use are impacted by the holiday, two of the players will be traveling that day and largely unavailable, so we’re skipping that session and picking up in three more weeks from the “brushing off the dust” moment we left the game at during our last session. It was fun to bring an end to the Corporate Invasion moment, given how it all played out, but I’m glad we were in the middle of that arc/delve since it allowed me to provide my players with all of the information and impetus the players would need to move their characters towards the final stage of their arc. So now we’re gearing up for this final push, to see where everything comes to a close.

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Finally Halfway Through The School Day In The Magical Millennium

This past Sunday, we held our second session of the Dungeons & Dragons game I’ve titled The Magical Millennium. This is the modern fantasy D&D game I’ve mentioned previously, featuring high school students in a bit of a genre mash-up I’ve taken to describing as “slice-of-life but with fantasy tensions,” and so far our first two 3+ hour sessions have involved going through the first four periods of the first day of school in a new year. Last time, we covered character introductions, a few notable NPCs, terminology they’d all need to know, and establishing some of the background drama the second-year students were coming into the game with. It was a lot of fun, especially as it ended with a Illusory/virtual reality fight the players absolutely dominated. This time, since the fight I’d planned to start with had been unceremoniously ended by a hefty expenditure of limited resources, we focused on what the students did with the latter half of their homeroom period, a bit of background on how magic works in the world, their class schedules, and how classes were going to be formatted through their days. Also when they had lunch period, which wound up being the battleground for our first social encounter when a bit of incredibly forward flirting was misinterpreted by an NPC. We got to go all-in on new systems and high school drama, which felt like a lot of fun to me, even if we only made it through another two and a half periods of their eight-period day.

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Finally Revealing Tabletop Secrets Two Years Later

It took a year and a quarter (from December of 2022 to March 2024), but I finally managed to run another session of a Dungeons and Dragons campaign I started back in 2022 to give my DM and friend a way to rest between running his own sessions without having as much downtime for our group. That wound up not working as well as I would have hoped since we only played this campaign six or seven times total, including a few sessions of playing The Ground Itself to build a new home area for our Player Characters, but now we’re back at it! At least once, anyway. We’ll see if we can keep up our “every other week” schedule. Which, you know, I get the appeal of that for a lot of people, given the general demands on everyone’s time nowadays, but I really miss my weekly games. I miss having that dependability and repetition. I miss knowing what I’m going to be doing every week. The consistency was nice, even when it was only ever me running weekly games (or, in more recent years, trying to run weekly games and ending up in the “monthly at best” zone), but every-other-week is way better than “not at all” and probably a lot easier for most people to consistently attend. Regardless, I’m glad to be back at this game I was super excited to be playing in 2022, that I wrote about multiple times (since all but the latest of my GM Suggestions posts were about creating this world and I posted the introductory short story I wrote for it), and that I had to set aside for a while. I wound up bringing back an altered form of it last year, for my Heart: The City Beneath game, but that version of the world changed pretty significantly to reflect the mechanics of Heart: The City Beneath and never quite felt the same as my first version of it did.

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Working Toward The Zenith Of My Heart: The City Beneath Game

After less time than I expected, I’m working toward the conclusion of my Heart: The City Beneath game. As it turns out, everyone really dug the vibes of the world we built and the game as a whole, but no one other than me and a couple of my more experienced players was ready to handle the much more open-ended nature of the game’s mechanics. I’ve been struggling a bit myself, partly due to the distance between sessions over the last couple months and partly because we’ve wound up way more focused on character arcs and overall story than the punishing Stress and Fallout system of Heart really allows. With a couple exceptions (one of which I tend to discount offhand because of the unique situation of the player character involved), most of the players wouldn’t want to see their character die. They’d be disappointed if they came to any other end but achieving their Calling or exiting the game via a Zenith ability, so I was holding back a bit. We were also all incredibly new to this game as a whole and didn’t really set ourselves up for success when we were starting out. After all, Heart is incredible for one specific type of game and its a rough hack for any other type. You don’t need to use all the horror stuff, of course, since you can freely make up your own fallouts and describe things however you want, but the game is built for selfish characters bent toward goals that end in either horrible self-destruction or some kind of horrible destruction of something else. Without those, the whole system starts to feel a bit off.

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Returning To Dungeons & Dragons With The Strongest Session 1 Of My Life

After over a year, I finally ran a session of Dungeons and Dragons 5e again. Two, actually, in quick succession (which in this case means one on Sunday and one on Monday). It was like settling back into an old, familiar chair that, despite feeling exactly the way you remember it, is sitting in a room that only looks like the place it used to be. It was familiar and everything worked exactly how I thought it would, but everything also felt a little off. Like there was some detail that I was missing that would explain why the desk was slightly further from the chair than I thought and that the sunlight was in my eyes more than it used to be. Which can pretty much be chalked up to that year being my longest break from running some kind of Dungeons and Dragons game since I started playing it in 2010, coupled with my still-settling feelings about returning to a game that has as troubled a history as D&D does thanks to the shit Hasbro has tried to pull as the owners of Wizards of the Coast. Still, I was able to work through those feelings and, despite the frenetic pace of my prep during the forty-eight hours prior to the first of the aforementioned games and the twelve hours prior to the second of said games, run what felt like a pair of good sessions.

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My Unplanned Break From Heart: The City Beneath Has Ended

Six weeks after our last session, my game of Heart: The City Beneath has finally come back around again. We even got through a full session, even if our metaphorical table wasn’t entirely full. One of the players couldn’t make it, since they have been firmly knocked out by a pair of sicknesses that have left them unfortunately unable to do much without needing to take a nap to rest up. We didn’t get much further through the delve than we were before, but I think we made some good progress overall, especially after being away from the game for so long. In total, they dealt with a difficult fight (which was the result of a fallout one of the players gained right at the end of the previous session) and then started in on the rest of the delve. They have not made much progress, so far, since they’ve rolled incredibly poorly on every single one of their delve roles save the very last one. They’re not super happy about that, either, since that delve roll brought them right up to another difficult fight and they no longer have the moves they used to make the earlier fight less potentially hazardous. Plus, due to the player missing the session and their character having a fallout come due right at the end of the session before, they party is once again split up. There’s a group of three and two isolated party members wandering around on their own, hoping to eventually meet up again. It’s a rough spot for them to be in.

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Schooling My Players In Dungeons & Dragons

After weeks of thinking about it and planning (a number of weeks coincidentally similar to the number of weeks since I last got to run a game of Heart: The City Beneath due to outages and everyone being super stressed out), I finally got to hold my Session 0 for what has solidified into a Modern Fantasy game of D&D. Which, for us, involves a school for gifted youths that is basically like what if high school and college became a single thing that also included classes on how to use your Adventurer Powers as a Useful Member of Society, how to handle being in an adventuring party for those that want it, and how to control/use the powers that just awoke within you/finally reached potency worthy of recognition. It’s a pretty fun concept, taking all the ideas we talked through for what our Modern Fantasy setting might be (the same as our world but there were always fantasy races that chose science a long time ago which worked out great until Y2K caught everyone unprepared and brought magic back into the power vacuum created while all computer based technology was offline, resulting in what is essentially modern levels of technology except its powered by magic with science-y stuff lingering in the background) and throwing a bunch of high schoolers of various ages into the mix. It took a bit of work to get everyone’s ideas to mesh since we had a player who really wanted to be a first-year student while literally everyone else wanted to be at least a second-year student, but I figured it out. Now we’re all set to start playing in about a week (from when you’re reading this, anyway, though poor Writer-Me has to wait two whole weeks to play this game) and I’m incredibly excited to see where we go from here.

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Mood Music For Themes And Villains I Might Never Use

When I start building out a world for a tabletop game, if there’s a particular feeling that I’m trying to achieve as part of that build, I will usually create a playlist to help me zero in on it. I’ll do the same thing for villains, sometimes, though I tend to avoid it since I generally want my villains to be a framework with some goals and ideals that will be given greater detail and a final shape through their interactions with my player characters (however remote or limited those interactions are). I make playlists a lot more as a player, usually one for every major step along the path of my character’s journey that go from being vague ideas to solid, smaller playlists as I hit those major beats and see what shape they’ll take, but the practice that started as a player in a D&D game has grown far beyond that point. I’ve relied on it as a part of my worldbuilding and NPC development more heavily in recent years, as I’ve moved away from standard fantasy worlds and instead built worlds to reflect past failures (from when my weekly Sunday game had a Total Party Kill and we decided to start a new game in the distant future of the world they failed to save) or to reflect specific themes (like the one I built and adapted to first a Heroic Tragedy D&D campaign and then to a game of Heart: The City Beneath). For these more thematically focused worlds, the playlists have been super helpful in reminding me of the tone I’m supposed to be setting as I flesh out bits of the world my players are about to encounter or create things out of whole cloth on the spot as I run the sessions.

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