FINALLY, after nearly a year of actual real-world time, we’ve made it to our first time jump. We wrapped up the lingering moments of the previous session’s lock-in, tackled through what a time skip would mean for the player characters, and then started skipping forward. We tackled about what everyone got up to during the four weeks we skipped, who they spent their time with, and dipped into little scenes here or there as we went, taking up almost the entire session’s allotted time even with only four of the group’s normal set of five players. It was a lot of fun even if it did really drive home the point that we’re never going to do anything quickly with this group. That’s not a bad thing, of course. I love my roleplayers and how enthusiastic they are to talk to each other and play in the world we’ve made. I just really need to work on pacing and plotting on my side of things so I can meeting my players where they’re at. I don’t think I’ve ever once accurately guessed how long something was going to take to start, wrap up, or do in its entirety. I’ve been so far off every single time that I might just give up trying to figure out how much stuff I need to have prepped for every session and just make sure I’m enough steps ahead that I can’t run out. Which probably won’t ever be a problem given that we have only ever taken more time than I expected, not less.
Continue readingTabletop Gaming
It’s Party Time In The Rotten’s Labyrinth
After a month away, mostly due to burnout on my part (our last session was scheduled for the weekend I wound up working and I just did NOT have it in me to run a game), The Rotten finally met again and we got to introduce three new players, their characters, and a pair of NPC siblings. Unfortunately, only one of the original players could make it and he wasn’t the talkative one in the group, so I wound up doing a lot of talking to myself when introducing the core party to the group of two new PCs and their NPC companions. When it came time to introduce the final PC, she rolled really poorly on her “phase of the moon check” and the resulting lucky/unlucky check, ultimately revealing her lycanthropy in the one and only party of the labyrinth that has access to the night sky during what turned out to be the full moon. Thankfully, despite being tossed to the extremely-not-literal wolves (this character is a wereboar rather than a werewolf, after all), the party was able to subdue the lycanthrope enough that she was able to recover her senses, retreat from the moonlight, and take some precautions against potentially losing control of herself for the remainder of the night. After that, this group of now eight people talked about how to handle the fact that they’d wound up in one of the most dangerous parts of the first floor of the labyrinth while still exploring for treasure and came up with a plan that will allow players to come and go more easily from one session to the next as our rather large group of players deals with people who aren’t available to play every time. All-in-all, it was a successful session even if there wasn’t much forward progress made.
Continue readingFinishing The First (Virtual) Dungeon In The Magical Millennium
After what feels like months (because it has been three months since we first started, given that we’ve played about once a month due to holidays and scheduling issues), my The Magical Millennium campaign finally cleared our first dungeon! They even did it without anyone dying or staying unconscious for very long! It was great! There were some close calls and a lot of bad conveyor belt related rolls, but they managed to clear it all in the end. We started the session with a check-in to remind everyone of how much time had passed (and a bit of frantic scrambling from me because D&D Beyond didn’t save the state of my encounter from last session), the party proceeded to kill the remaining clouds of energy, the Paladin beefed it on the conveyor belts repeatedly, the characters emerged from the virtual realm to get some notes from the person overseeing their game, and then they all settled down to sleep for the night before we wrapped up the session a couple hours early. It was nice to be able to bring the dungeon to a close, even if we didn’t play a full session (mostly due to the Super Bowl being that day), so we can hopefully start fresh in a brand new week when we all play again. Our next session will start with a bit of a time skip and a quick conversation about the highlights of what each character did during that time skip, but we’ll be moving on pretty quickly from there. My hope is we’ll be able to start off with homecoming week right away, since that’s a big day for high school students, and I want to get moving a little bit faster than we have been. We’ve been playing for a year now (or will have been, at the time of our next session), and we’ve only covered two in-game weeks! We’re moving so slowly!
Continue readingI’m Tired and Sad, So Let’s Talk About The Legend of Zelda: Episode 32
I’ve been thinking about the stories that video games tell, the ones you find within them, and the way that some games lack any kind of storytelling in favor of simulating a person’s ability to choose to do whatever they want. All of these kinds of games have their own places in the broad field that is “video games,” but I was preparing myself to write about why I prefer games with stories to tell and had to set that blog post aside because I’m too worn down by life and everything to really get my thoughts together like that. I figured I’d write a Tired and Sad post instead and realized, as I dug around for a topic, that the game I’ve maybe written the most about is The Legend of Zelda: Breath of the Wild. Which prompted the thought that maybe I prefer emergent storytelling since that game has almost no story to tell you. Not because you have the ability to choose things (well, you’ve got the ability to choose to do them or not, which is maybe the easiest choice to give to players), but because the whole game is so focused on creating little nuggets of story that only emerge as you play and explore and find them for yourself.
Continue readingGetting Caught Up In Virtual Reality In The Magical Millennium
After a couple lengthy breaks for the holidays, The Magical Millennium finally met up again! This time, we spent the entire session running through a virtual reality “escape room” type adventuring experience. The party’s goal was to find the four employees stuck in a factory where all the magitech machinery had gone haywire and then safely guide them out of the building. They had gone through a few rounds in the previous session where, thanks to their decision to split up and cover as much ground as possible, they’d found the first three employees AND a safe route to the front of the building. This time, they got an unconscious employee back on his feat, convinced the three employees they’d found that they knew a safe route out through the front door, found the fourth employee, found and fought an electric ghost, lost more faith in adults by uncovering the secrets of the cost-and-safety cutting manager, discovered they could have been shutting down the dangerous machines this whole time, and managed to get all of that done in a touch less than two in-game minutes. It was a pretty wild, busy session as I did my best to ride herd on the group, striking a careful balance between ushering people along and letting everyone have fun since I realized fairly quickly that we probably weren’t going to finish the rest of the virtual reality dungeon in this single session. I think I did a pretty good job of that, getting through twenty busy rounds of a dungeon while keeping the information flowing as the group solved the mysteries of why the factory was going haywire and briefly touched on the last secret of this gamified experience that would let them go wild in the VR Dungeon Sim they were trying to win. After all, this is a timed competition! They need to finish in first place so they can show up all their rivals and haters. At this point, I mostly just hope that they don’t overextend themselves and lose as a result of taking too many risks. They’ve got the time to be careful!
Continue readingFinding Our First Clues In The Rotten’s Labyrinth
After a bit of a break from sessions, my Dungeons and Dragons campaigns have finally begun to happen again. This past weekend (as I’m writing this and two weekends ago as you’re reading it), the campaign I’ve been calling The Rotten came together to do a little more labyrinth exploration, which involved making their way into their first proper hallways, finding some faded text carved into some large stone tiles, finding more faded text carved into smaller stone tiles, avoiding a few traps, fighting some undead that had been animated by the ambient magic just outside this part of the labyrinth, fighting some local raiders who were half-starved but who still nearly took down the party, AND discovered signs pointing them toward some long-forgotten religion! What a fun little session it was! We also talked about adding a few more players to the game–to help pad things out a bit when people can’t make it to a session–started inviting people, got three immediate “yes” responses, and then talked about what it would look like to have three more players. I’m still fairly confident that we’ll rarely have six players at the same time, but it’s bound to happen a few times, other than our next session when I’m hoping to bring them together to handle new character introductions and whatnot. If it happens too often, it might be difficult for some people to participate, what with all the extra faces and voices, but we’ll cross that bridge when we come to it. I’ve got a lot of experience running a bigger group, so I have some ideas to help keep people engaged and interacting if it comes to that.
Continue readingThe Treasure I’ve Sought For Years: A Stable Gaming Group
Over the years, I’ve been a part of a lot of groups. Friend groups, D&D groups, Overwatch groups, fighting groups, so on and so forth. They’ve always been a great way of collecting people for various purposes and I’ve enjoyed my memberships, even when I haven’t exactly been interested in the purpose of the group (like how I’ve pretty much only played Magic: The Gathering in order to participate in my friends’ activity). The only group I’ve never really been a part of that feels like an actual lack in my life is a “gaming” group. Not a video game group. A tabletop gaming group. Or board gaming. Or both, which is what I think of when it comes to this undefined type of “gaming.” I’ve almost always had a Dungeons and Dragons group, even a few that met weekly, and I’ve been a been a part of an unfortunately short-lived Tabletop Gaming group, but I’ve never had a group that would, as I’d define it anyway, get together on a regular schedule to play whatever games we’ve got. Tabletop games, board games, card games, or whatever. Any kind of game, really. I’ve been a part of groups that have talked about becoming gaming groups, but even the ones that eventually met up never made it through the first game, much less into a second game. At this point in my life, though, as I think about my ever-growing collecting of tabletop roleplaying games and board games, I find myself wanting a group that can just get together to play whatever. I have so much whatever and I’d really like to play it all some day, which isn’t really a pitch I’ve been able to sell any of my local gaming friends on so far.
Continue readingThe Magical Millennium’s First (Virtual) Dungeon!
Another wonderful session has come and gone with my players in The Magical Millennium. While we seem to be skipping every-other-session due to holidays, that’s about what I expected (so much so that I did zero preparation for the last session we skipped since I was all but absolutely certain that we would wind up canceling) and I’m very hopeful about things picking up in the new year. We’ll see, of course, but I think we’re finally going to be making some forward progress again. As much as I love all the stuff we’re doing and seeing in this endless Lock-In (which has been going on since October), I’m ready to move on to the next thing. Still, we’ve had a lot of fun in this school-event-turned-adventurous-teen-corral so far and that pattern shows no signs of changing after our latest session. This time around, we had an amazing set of rolls that started off the final match of the dodgeball tournament we began in our previous session, an unexpected downbeat as the time I’d set aside for a drawn-out final match was unexpectedly free that one of my players managed to put to EXCELLENT use, and then our first dungeon! It’s a virtual reality dungeon/escape room adventure experience, but my players took the gentle suggestion that this one would be competitive to absolutely dive in with a level of focus and teamwork that I’ve never seen in them for ANYTHING ever. Seriously. Every time these kids are stuck together, something happens to make them hate each other or deepen the existing fractures in this group and they threw that all aside so they could absolutely wreck this competition. It’s amazing and I’m so excited to continue our game in the new year!
Continue readingTaking The Rotten Into A Lively Dungeon
This post is a little late in coming. VERY late, technically speaking, since I seem to have forgotten to write about the first full session with my The Rotten group in the shuffle of moving the blog. And then last week, I started writing about the group’s dungeon experience and wound up writing about dungeons in general rather than the Dungeons and Dragons session that the dungeon featured it! Which means I’m a little behind when it comes to session recaps about The Rotten and we actually did quite a bit with the last two! We introduced our characters, established narrative connections, discussed the kind of game we were about to play, worked through details of what it meant to travel such a dangerous world, met some strangers along the road that bore a dire warning of what lay ahead, and spent the party’s first night camping outside beneath the stars. In our second game, we started down into a canyon the player characters were warned was dangerous, spent some time wandering around in the fog, discovered an eerie world within that fog, solved some puzzles, navigated through a maze based on vibes along, rolled a lot of natural 20s in an incredibly short period of time, survived our first combat encounter, and played around with some traps! It was a great time and only one of my players nearly died! Well, technically did die to the first attack roll in the game, but we all decided that was bullshit and we’d just not have it be a crit. Chaos then ensued, the party emerged victorious, and they learned a lot about the difference between rolling for something and working their way through a puzzle free of rolls. It was a good session! Not that the first one wasn’t good, mind you, it was just a lot of settling in and figuring things out rather than focused play. And, ridiculous string of natural 20s from this latest session aside, I’m just happy I got to start running my first proper, DEEP dungeon in a long time! And I’m definitely not stressed about it and how old patterns (which I mentioned in last week’s blog post about dungeons) seem to be repeating despite this being an easy-mode dungeon I haven’t even finished building yet!
Continue readingBuilding A Dungeon All My Own
For the first time in what feels like YEARS (and is definitely at least “years” if not “YEARS”), I started running an actual dungeon in one of my Dungeons and Dragons games. For a long while now, as I’ve tried to explore more expansive storytelling and dealt with groups more interested in narrative than mechanics, I’ve avoided putting my players in what one might consider a stereotypical dungeon. I’ve had some dungeons, sure! I had my players run through a dungeon-esque wizard’s tower that was actually a testing site for traps and puzzles to be used in other dungeons. I trapped my players in a nightmare realm where they had an “ever-renewing” eighteen hour period to solve the puzzle of this time-and-space-locked demiplane. I’ve even made proper dungeons that wound up not getting explored by my players because they chose a different route forward. I think the last time I had a proper dungeon was back in 2019 or 2020, the last time I had a “classic” Dungeons and Dragons group with a “classic” mix of characters played by players who were interested in what it meant to be a D&D Party and to play their classes, specifically. Which is a bit funny to admit because, once upon a time, I loved nothing more than a good dungeon. I was scattering those things every which way. You’d think that would have still happened even in my more expansive play style now, if it was something I cared about, right?
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