Helping My Players Create Some Real Characters For My New Campaign, “The Rotten”

After more missed than played sessions, we’ve finally moved into the preparation process for the full campaign I’m still tentatively calling “The Rotten.” Given that we wound up focusing the game on building and protecting a community rather than far-flung adventures or something like that, the name feels less apt than it would for pretty much any other campaign idea I had. This still takes place in the world I’m calling “The Rotten,” so I won’t change the name or tags until I come up with something better, in which case I’ll go back and fix all my other posts. Gotta keep your tags organized! Other than settling on a general idea, I rolled stats with the two players who were available, talked through character ideas, made some modifications and flavorful tweaks to existing classes, and then ran through the Heroic Chronicle with both players. If you don’t know, the Heroic Chronicle is a system included in the Explorer’s Guide to Wildemount Dungeons and Dragons book that is designed to help settle characters into the world of Exandria, of Critical Role. I mostly use it to give my player characters a few built-in hooks in the homebrewed world we’re using, a few extra tidbits of power, and some interesting secrets since rolling on a table is a great way to prompt that kind of thinking in people who maybe aren’t as practiced at it as I am (and that absolutely helps even if they ARE as practiced as I am). I also do a lot of soliciting my players’ opinions, offering ideas, and tweaking the results until we’re all happy, rather than rely entirely on rolls because the players often have at least a concept that they want to stick with and some of those results have VERY specific implications for characters. At the end of the process, I get some built-in hooks, my players get some fun secrets to keep from each other in order to build drama, and everyone gets at least a few interesting little power-ups. Everybody wins.

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Here I Go Running Dungeons & Dragons Again

As I can snatch a couple minutes here or there, I’ve been spending my spare time and brain power on gearing up for another Dungeons and dragons campaign. Apparently, that’s all anyone–aside from one of my players, anyway–wants to play these days and as much as I want to play different games, I’d rather play D&D than nothing. It’s not like I can’t enjoy this, after all. I’m here for the stories. I just wish I had the opportunity to tell different stories and to play with a group of people more interested in the broad range of stories I want to tell. I already need to keep this one a little more limited than I’d like, focused on story elements that aren’t analogous to problems we face in the real world since one of my players has specifically requested that, along with no more fighting the personification of abstract and awful concepts, like capitalism. Not because it didn’t work out the last time I did it, but because this friend doesn’t want to encounter a real-world problem we can’t actually fight in the real world. Which is a huge limitation since there’s tons of interesting story ideas that allow people in a D&D game to fight something we, in the real world, can’t fight. I get this player’s meaning, though, so I’ll do what I can to comply, but there will be some amount of real-world issues involved because I can’t imagine running a game for very long that DOESN’T have some kind of real-world analog.

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The Longest D&D Campaign I’ve Ever Played In Has Ended

My occasional Thursday night Dungeons and Dragons game has finally come to an end. A weird end, if I’m being honest, but an end. Which feels pretty fitting, all things considered, given the basic premise of the campaign, the way we rarely had consistent players, and how quickly things devolved on the mechanical side of the game despite the Dungeons Master’s attempts to use a ruleset he’d found online to better balance out the way the game is built against the way we were playing it. Our campaign of battles ended not with a final climactic fight against some supreme foe but with a solved puzzle that ended a glorious battle that wound up being a bit of a pushover once we all committed to fighting it during the two hours of our three-hour session time since we solved the puzzle in the first half hour of actual play and decided just to do an “alternate ending” where we fought everything just to use up all the time we’d scheduled.

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Closing The Loop In My Dungeons And Dragons Campaign

Bumping our record to three out of three scheduled Dungeons & Dragons sessions for the first time in years, my group playing The Leeching Wastes met for our third session following the revival of the campaign. Last time, I revealed that their characters were caught in a time loop situation and that there was something going on with the moon thanks to a (relatively) young god performing her first miracle, finally living out my dream of bringing Majora’s Mask to my D&D table. This time, the party reviewed their plans, ran through a short scene that turned into a long scene (which is my favorite way that a short scene can go) between two characters, decided to wait until they could start fresh with a new loop, and one of them even turned into a weretiger. We also talked through the mechanics of the time loop and how they weren’t designed to be punishing since they’re only third level character, talked about how the checkpoints worked in case they needed to try again, and then they absolutely aced it on their first full attempt to get through, all without using the skills of the NPC I’d created to fill in some of the somewhat alarming gaps in the party’s abilities (suffice it to say that there are no terribly cerebral characters in the group). They just strolled right through it, arrived at the boss fight, and even learned a little bit about everyone’s favorite cute, little NPC that they were guiding to a central point in The Grove so she could perform a druidic ritual to help The Grove’s balance be restored. A good, fulfilling session where everyone got to have a good character moment or two, where everyone got to show off their stuff in combat, and where the paladin obliterated half of the two-monster boss fight in a single critical hit thanks to some hefty damage rolls and a damage type vulnerability. Good times, all around.

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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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My Bittersweet Return to Dungeons & Dragons

As I sat down to run what I was ninety-five percent certain was going to be the Session 0 of a Dungeons and Dragons campaign, I had to take a few minutes to put aside the misgivings and constant internal debate about whether or not I was making the right choice. I had spent most of the day already, and a lot of idle time in the weeks leading up to said day, trying to figure out how I felt about returning to a hobby I had so firmly turned my back on just over a year prior. It was a difficult time, back then, as the company that owned my most-played tabletop game tried to destroy the hobby in order to make a little more money, and it wasn’t a decision I’d made lightly. I’d been running some form of D&D game ostensibly weekly (up to four times a week, during the first year and a half of the pandemic), except for a year off after I moved away from my college town to the city in which I still live, since the summer of 2010. There were other gaps in there, but no more than a few months at most. My entire tabletop history had been built around the game and I still felt compelled to turn away, to withhold my money from the company that seemed to be actively trying to drive it into the dirt. I was the sort of person who bought every book as they came out, who owned physical copies and digital copies online, through DNDBeyond, who ran tons of games and could not only run a game reference free, but quickly homebrew up something custom for my players that almost always hit my desired balance of “overpowered but in a way that’s fun for everyone.” And I still cut all ties.

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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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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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I Finally Finished Baldur’s Gate 3

It took over 130 hours, but I did it. I beat Baldur’s Gate 3. I finished every sidequest, explored every map, fought almost every enemy (there’s some parts near the end where fighting every enemy will get you killed because there’s no end to the number of enemies that will appear to fight you), and finally brought an end to my Dark Urge character’s story. Shadowheart and my character were in a committed, monogamous relationship, my character had denied their Dark Urge so hard it got yote from their body, and everyone lived. I want to append “happily ever after” to that last statement, but I’m pretty sure that Lae’zel is either going to get herself killed or attempt to conquer the Material Plane. Also, while Karlach lived, the jury is out on whether or not she gets to be happy (her ending cinematic was the only one that felt particularly fulfilling, I’ll admit, since all the others felt kind of just “over”). I fought hard to bring what seemed like the best end to the story I began on August third, exactly a month and a day later, and I’m pretty sure it all played out as well as I could have hoped. I mean. as well as I could have hoped given the circumstances. Everyone grew a little bit, no one became an evil megalomaniac, and we all saved the day.

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Baldur’s Gate 3 Is Missing Something

I have continued to put a ridiculous number of hours into Baldur’s Gate 3. I don’t think I’ve ever played a game this intensely and consistently. I mean, I typically don’t play games that require a great deal of focus and personal investment on work nights, since I know they tend to make me ignore the passage of time, but I’ve not only started doing that, I’ve been doing it consistently enough to go from staying up until the wee hours of the morning to stopping at a reasonable time. Turns out two straight weeks of obscenely little sleep thanks to a combination of Baldur’s Gate 3 and stress will shake me out of my worst sleep habits. I’ve managed to stop playing between eleven and twelve at night for four nights in a row as of writing this, and only once squeaked in under that deadline solely due to the game crashing as I started “one more thing”ing myself into what might have wound up being the wee hours. Still! I’m counting this as a win, if only because I’m still enjoying myself and am now clear-headed during my work days (even if I’m still recovering from a severe sleep deficit and struggling to stay away right after I eat lunch). Baldur’s Gate 3 really has a lot going for it and I really don’t have much of anything negative to say about my play experience in the one hundred played hours I’ve accrued on my save file.

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