Wrapping Up Worldbuilding For “The Rotten”

In one final session that took three hours (which is two more than I hoped it would take and one more than I expected it to take), we wrapped up our game of The Quiet Year with a much more detailed map than we started with and an idea of what the world looked like after that year of relative peace. We’ve got a fully underground society, a mysterious Labyrinth that defies mapping and contains seemingly limitless treasure, and a yearly pass of horrific monsters that will kill or infect any being unfortunate enough to be caught outside by their organized sweep with The Rot. It was a lot of cool stuff that has left the group in a situation where they’re well-off as adventurers but maybe not super well-off as a society. Sure, they’ve got a decent amount of food and livestock, not to mention more water than they could need, but their population isn’t super big and they only have enough food because their population is small. There’ll be a lot of problems facing this community thirty years down the road, when we start up the Dungeons and Dragons campaign side of things, but I think it’s well-within the group’s ability to handle them or die trying. Not sure which is more likely at this point, given that I’m starting them at level one and this world’s rough on characters of all levels, but I’m interested to find out!

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Building Out The World Around The Rotting Haven With The Quiet Year

Due to one of the three players in this group being unavailable and me not wanting to start the game without them, we’re on session two of side-game stuff. Last time, we used the Heroic Chronicle and some session time to build characters and this time we started a game of The Quiet Year to help build up the community that would eventually include the characters we made last time. We only got through two seasons since getting the game going took a bit of work and we used Spring to get into the swing of things, so we’ll be returning to this game for at least part of our next session to wrap it up, probably do a little character stuff, and then likely end early since I’ll need time to draw the lines on the timeline between where The Quiet Year ends and the Dungeons and Dragons campaign begins. I’m good at improvising and getting things going with little to no lead time, but I know things will work better if I take the time to actually prepare rather than try to bust out a decent half-session immediately. Since this group has attendance issues and is still relatively new to working together (without the instant chemistry that my other campaign, The Magical Millennium, had), I want to make sure the sessions really stick the landing, especially since I need to do more directing and game running work than I do with my other group. With The Magical Millennium, I’m pretty sure they’d play without me if I couldn’t make it, roleplaying scenes and making up a new events to put themselves through as they went. With The Rotten, I need to work to draw some of the players out a bit more and pull them toward creativity, a fact that was pretty apparent this past weekend.

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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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