We’ve officially had session 0 for my new Dungeons and Dragons campaign. Demigods and Dragons? Dungeons and Demigods? Anachronistic Mythology? I don’t know what I’m going to call it yet [I figured it out by the time of publication and it’s in the title of this post now], but it’ll have the word “Demigods” in the title because that’s an integral part of the concept. Probably, anyway. The longer I think about it, the more ideas I come up that don’t use the word, but I’ll definitely keeping tagging the posts I write about this campaign with the word, so at least I’ll be organized still. I thought for a while about doing something with “Scattered Divinity” or “Inherited Divinity” to emphasive how everyone was playing children of gods, but then one of my players wanted to play a mortal raised to demigodhood, so I had to toss out most of those titles since that character doesn’t really fit with that theme and it is important not to misrepresent something as important as the source of everyone’s powers. That’s kind of a big deal, you know? All of the campaign ideas I’ve got for this general concept involve that in the later stages at the very least. For some, it’s an important part of every major arc of the campaign. I still need to solidify what direction I want to go in, though, so that clarity will come in the future. For now, it is enough that everyone has a divine parent or patron, character concepts and connections, and a rough draft of their character sheet. That’s what I needed most of all during our session 0 and I managed to get through it all by the two-hour mark when one of the players had to leave.
Continue readingHeroes
Unmasking Heroes And Tearing Down Pedestals
Content Warning for mentions of accused abuser and sexual-assaulter Neil Gaiman, non-specific mentions of the allegations against him, and the discussion of other figures in the public eye who have also been revealed to be terrible people (ex. Rowling, Musk).
Continue readingPlayer Characters As Rotten As Their Setting
Currently, my other Sunday group has completed our second session of the prologue I’m running for our game. This is my second group in my “The Rotten” setting and while I STILL don’t have a proper name for this group (I’m calling our prologue “The Rotten Haven” but that name is built from the setting name and the current focal point of the game rather than because it reflects the game in any way other than these sparse setting details), we’ve solidly landed our group in the game. While the characters all started out fairly neutral, the past two sessions have seen them take a sharp turn towards villainy and I’ve had to pivot my preparations from being focused on building out the evil side of the game to building out the good side of the game. Sure, there’s definitely some question as to whether or not each group is truly Good or Evil, but one side is engaged in behavior that is mostly morally good and the other side is doing things that are mostly morally bad. There’s nuance if the players want to dig into it, but considering that they decided to go the assassination route and a mixture of really good rolls on my part (I rolled a LOT of natural 20s last night, even given the huge number of dice I rolled) and bad rolls on their part meant that they got found out multiple times. As their decisions snowballed, I made sure to characterize their actions a bit, trying to illustrate what kind of people they had become as a result of their thus-far undefined past adventures and were becoming in the eyes of the citizens who once saw them as heroes. All of which culminated in them fighting a battle against all of the leadership of the rebellion they’d planned to assassinate, but all at once instead of being separated into manageable chunks.
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