I Played So Many Tabletop Games Last Week

Last week was a pretty active week for me, in terms of tabletop gaming. Three of four possible games happened and I enjoyed each of them in incredibly different ways. While I’ll save my ruminations about my every-other-week game of Heart: The City Beneath for Friday, I have plenty to write about from the Elden Ring themed game of Dungeons and Dragons 5e I played last Thursday and the game of Pathfinder 2e I played two days later. As I’ve mentioned before, the Thursday game is one that has been going on for a while and meets at least somewhat regularly. I’m still fairly new to Pathfinder 2e and the group I play with every other Saturday, but I’ve been settling in well despite our scheduling issues and enjoying the somewhat more intense roleplaying that game provides compared to the encounter-heavy Dungeons and Dragons game I play. The two of them make for a lot of fun experiences since I’m very comfortable with D&D’s rules, so I can just relax and enjoy some silly combat stuff, and I’m always happy to do a bunch of roleplaying, so I’ve got a fairly easy environment in which to learn Pathfinder 2e a little better. I’ll admit that some of my knowledge gains in that game feel a little futile given that the remastered version of the game is coming out soon and I’ll have to unlearn and relearn a lot of stuff when that happens. Especially since some of that stuff is what I’ve been very focused on previously since my character, a rogue who dabbles in alchemy and tons of crafting, apparently lands in a lot of areas being reworked from one edition to the next.

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Telling Human Stories In Heart: The City Beneath

I’ve now run two sessions of Heart: The City Beneath and I think I definitely picked the right game for this group. We’re moving at a glacial pace, compared to how the game is built to run, but that’s because we’re doing some pretty heavy roleplaying. We’re also still getting used to the game and I’m still introducing my players to the various systems and rules involved it, along with carefully setting expectations as we go, so I’m really not that worried about our pace. I’m making sure to separate the game’s mechanical concept of “a session” from the actual runtime and pacing of our gaming sessions since it would really undercut the utility of several moves and the pacing of the beat system if we completely abandoned our rate of play and strictly adhered to the period of time on specific days that we gathered to play the game. I mean, I had a powerful figure in the world give my characters “An Answer” as part of their payment for the tutorial mission (meant to help them all solidify their character’s goals and provide them with a bit of information they could use to kick off their character’s journey) and we spent almost half the session roleplaying through everyone’s answers. A quarter of the session went to talking about how the game worked and translating the things we were discussing into more concrete terms for the players and the last quarter was smaller bits of roleplaying and the final stages of the tutorial delve. We filled almost four hours in the blink of an eye and we were even down a player.

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The Best Tabletop Session I’ve Ever Played In

Last night, the occasional D&D game I’m in on Thursdays (we’re supposed to be weekly, but we have an average of four sessions every three months) finally became the longest campaign I’ve ever been a part of as a player. At twenty-one sessions I’ve participated in out of a twenty-three total for the campaign, I’ve finally broken the record of twenty sessions I’ve been sitting at since 2016. Now, I’ve run a handful of campaigns that have broken past this number. I’ve routinely broken past fifty and even hit the triple-digits once. Every single campaign I’ve participated in as a player, though has fallen apart fairly quickly. One campaign made it to twenty sessions and naturally concluded (it was a limited run that just happened to hit twenty sessions) and then every single other one of them fell apart in the single digits save two that just faded away in the early teens. Most of them never made it past five. Any other multi-sessions games that ended naturally were all one-shots that ran long. This has been going on since my very first days playing Dungeons and Dragons in 2010 when I went from my third session of Dungeons and Dragons to being the GM because the person running the group didn’t have the time anymore and that has been the story pretty much ever since then. Almost all of my tabletop groups prior to 2020 were groups I joined as a player and then became the GM for since the GM couldn’t keep running and I stepped in as a temporary stopgap so we could keep meeting until, eventually, my role as the group’s GM became permanent.

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My First Session of Heart: The City Beneath Is In The Can

After so many months of preparation, it finally happened. I ran my first session of Heart: The City Beneath. As far as first sessions go, it was a bit rough at times, but considering this is the first time any of us played the game and was the first time our group was roleplaying together (since we never played our icebreaker game), I think it went pretty well. We may not have made it through the entire mission I sent them on in order to give them something to do as we all settled in to the game, but we made it through most of it. They killed a nasty beast, made it through their first delve, and started to repair a bit of magic integral to the Haven they were going to be passing through. We also learned about fallout, about stress rolls, about using the character sheet for Heart in Roll20, and about risky and dangerous actions. I’m hoping sessions will move a bit more quickly in the future, so I can attempt to stick to my goal of getting all five of my players through at least one beat per session (or one beat equivalent of progress since Major and Zenith beats take a bit more setup and work to be met than a Minor beat would). I know they’re all on track to get at least one met by the time the “session” has ended when they return from their mission, get paid, and rest up a bit, but I think it’s possible that my players might not bite at the opportunity for some of the less mechanically-oriented beats and I might need to help cajole them into it.

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Pathfinder 2e Finally Clicked For Me, Thanks To A Friend’s Game

After many months of discussion via the comments on Facebook posts and, eventually, in Facebook chat itself, I got to play a game with the person who convinced me to give Pathfinder 2nd Edition a shot beyond the unfortunate group I’d begun playing it with. Which isn’t to minimize the work another friend did, but they just fell short of a fully compelling argument. The other friend, though, managed to convince me that I should keep trying by absolutely nailing why I was struggling to understand the game system without me even knowing that I was having one specific problem (well, one problem that functioned as the root of all my other problems). So, when she offered to run a game for me, to help show me why she loved Pathfinder 2e as much as she did, I made a promise to myself that I’d find a way to make the scheduling side of it work. Plus, I’d never gotten to play a game with her before this and tabletop games was most of what we talked about online. I wanted to meet some new people, play some new games, and try to expand my horizons a bit.

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The End Of A Game Is An Opportunity To Start A New One

After multiple months, my saga with the unfortunate sunday gaming group has come to an end. My time with the people who were part of my introduction to Pathfinder 2nd Edition has concluded. Despite my plans to give the group six full sessions to see if we could salvage the group, we only ever played five. Which probably sounds funny because I started talking about this group back in June, but we only got two more sessions in July and then one in late August due to scheduling issues, the GM catching Covid, and my grandmother’s passing. We skipped a lot of weeks, as it turns out, and apparently I wasn’t the only one who was on the verge of withdrawing for a while since I found out today, two days after I withdrew, that the whole campaign was shuttered (which saves my friend the trouble of figuring out how to gently break it to the group that they also weren’t interested in continuing to play). The GM has had some on-going health issues (which contributed to us skipping sessions) and one of the other players apparently also has some scheduling conflicts, so the GM sent my friend a message that he was shutting the whole thing down. I wish the group had been able to continue (since I know how much it sucks to lose a game because a group falls apart), but I got the strong sense that only a couple of the players were really enjoying themselves and since I’m pretty sure the GM is struggling with Long Covid, I really don’t think things could have ended any other way.

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We’re Finally Starting Heart: The City Beneath Next Session

We finally finished The Ground Itself. Our final ten showed up as our second draw and then, as we wrapped up the game, I moved us into talking about what our first session of Heart: The City Beneath would look like. I checked in with my players, asked about some thematic stuff, and then pushed us into talking about characters and how to tie all the excellent worldbuilding we’d done to the systems and nouns of Heart. While Heart was in our minds the whole time we played The Ground Itself, we were still using a bunch of the nouns that I’d come up with for the core worldbuilding proposal, not to mention the plethora of nouns we produced in our game, so we had to slowly work through the mechanics of Heart and lace the disparate elements together. It required some careful work, since we were also pushing through character creation at the same time, I had a hard out an hour before our session was typically done, and I had some other stuff going on that was distracting me, but we got through most of it. I’m sure there’s plenty more that will need to be done on the fly as we play, but that’s just part of the game. Can’t have it all built out beforehand or else we’re not leaving room for us to play the game!

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Going Off The Rails After Adding Trains

I genuinely did not think that I’d ever look at a game of The Ground Itself that I’m using as a means of doing collaborative worldbuilding for a different game and think “this has clearly gone off the rails,” but that’s what I’ve found myself doing as I review the notes from my Sunday group’s latest session. This isn’t necessarily a bad thing, mind you, just something that has gone far beyond all of my expectations about what we’d accomplish in a session or two (which will soon be three since we once again ran out of time without finishing our game). We’ve wound up more focused on individuals and their places in the area than the game is designed to be, but we’ve also gone from slowly developing an area over time to wildly inventing things. It’s honestly a great energy, even if I worry that we’ve lost the plot a bit. I’ll be able to weave it all into the world we’ve going to play in when we finally get to Heart: The City Beneath, but there’s just so much stuff happening and so many vague characters introduced that I’m not sure how I’m going to be able to include it all in any kind of interesting and meaningful way.

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Burying Heart: The City Beneath Within The Ground Itself

I wound up going another session of my every-other-week Heart: The City Beneath campaign without playing Heart. We’re still in the throes of The Ground Itself and I regret nothing. I’m having a great time. Almost all of my players just so deeply understand what we’re doing that they’ve done half the moves I’d planned for myself, in terms of setting up the horrors of the world we’re going to play in. This means I’ve been able to focus on specifics and painting good images during my turns rather than introducing aspects of the world at large or adding to the tension of this downright awful bit of geography. I get to do things like talk, in detail, about a mysterious creature that emerged from a horrible sinkhole, described in stories as but a shadow on the horizon, that now wanders this world on some sort of mission that only it knows. Or describe how the dominant species (a froglike non-sentient creature that is incredibly long, flat, and known for hunting down everything in the area, including the people who used to live there) has been impacted by the force of decay called The Rot (which decays anything it touches/infests in every dimension and way, rather than being bound strictly to biological materials like we’re familiar with in meatspace) and how some of them have mushed together to form some kind of horrible beast that has been disappearing people for an unknown number of years. Or how a train, riding rails of limestone, bone, and metal over slowly dessicating dirt, emerged from the same pit that every horror has left behind in order to discorge its unknowable passengers upon the surface. It has been an absolute delight to play this game, even if it is, somewhat predictably, taking an incredibly long time to play.

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There’s a Lot of Creative Heart in My Heart: The City Beneath Group

Session 0 of the Heart: The City Beneath game went pretty well, I’d say. We got through the initial stages of character building, which has gotten us all pretty much on the same page as to what we’re expecting to see in-game. We talked through a bunch more stuff that might have made it into the Line and Veils list, since everyone now knows the sort of stuff that this game might introduce, but wound up not adding anything. I think I did a pretty good job, through my (just for the vibes, since they were originally produced for a very different game system) setting documents and explanation of the game, of setting the expectations for the group when we picked the game, since no one was surprised by what they found in the book. After that, we talked through our characters a bit more specifically, did a little bit of work to figure out what they’re all about, and then talked through the kind of game we want to play, the stories we want to tell, and what world we want to explore. It was a pretty thorough Session 0, if I do say so myself.

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