Catching Up On The Magical Millennium

After a little bit over two months, I finally had all of my players back together again for The Magical Millennium and we not only got to catch up on what one of the characters was doing in the background of every scene previously discussed by the other players, but get through the entirety of the second day of school for all of the players who couldn’t be there last time. My players also picked out their first quests, discussed their homework, and dealt with the small revelations that came from catching up the other player (and worked on catching her up on the small revelations that come from everyone else’s scenes). We also got to have a few discussions that had been put off because one of the required players wasn’t there. It was a great time, even if we started half an hour late and spent most of the session focused on catching up rather than doing something wholly new. I’d have preferred to get some completely new stuff into the game, but there were a few scenes that came up that needed time and attention for reasons I’ll be keeping to myself for now (though I’ve already revealed to one of my players that something important happened that their character only really noticed in retrospect). Fully caught up, now, I’m excited for us to continue forward with a sort of parent-teacher conference to discuss one student’s accidental spellcasting, one or more new adventures, and the eventual introduction of the first threads of the larger plot I’ve been cooking up.

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Our Second Day Of School In The Magical Millennium

After waiting another month, most of my group returned to playing The Magical Millennium. One of the players couldn’t make it again and another one vanished fairly quickly because they lost power about fifteen minutes after they joined the session, so there were only three of us for pretty much the whole session. This made getting through the group’s second day of magical class so much easier, since we only had to deal with three players instead of the original five. It also helped, of course, that we’d already done one day of school and were familiar with how the day would go. We were really set up for success. The only real event of note, since all the players wanted to keep their noses clean after the party just two days prior, was that the founder of the school–who also happened to be their homeroom teacher–introduced them to the concept of The Adventurer’s Guild and informed them that they were all licensed to operate within the guild under the auspices of the school’s membership. After that, the party started doing researching some jobs they could go on, to earn a little money and do their group homework assignment (go on An Adventure), but stopped short of actually picking one. We wanted the whole group to be there when any decision was made, so we opted to wait until the next session, when we’d actually be close to doing one of those adventures and would hopefully have our whole group of players able to attend.

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Introducing A Prologue Into My New Dungeons & Dragons Game

As I promised last week, I’ve now run Session 0 for my new Sunday Dungeons and Dragons campaign (which I do not have a name for, yet). The group has talked through a little bit of what we’re interested in doing and while I still got the same caveats I had last week, the things I expected to fly under the radar have flown under the radar. It’s not that I’m hiding that the whole world of this game is a metaphor for climate change and any stories that take place within it must necessarily grapple with that world-defining thing, I just didn’t explicitly say it. I did talk a bit about the state of the world and how things will likely go in it, but I forgot to mention that this world isn’t really something that can be fixed as many high fantasy D&D games might expect. There’s no going back, only forward. The players might improve things for a lot of people or find a way to prevent things from getting too much worse, but the tipping point has been passed and all that remains to be see is how long it takes for the rubble to settle and who gets taken down with it. And to continue living, connecting, and building community all the while.

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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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Party Plot Twists In The Magical Millennium

After a month that felt so much longer than a month, we’re finally back to playing The Magical Millennium! I’ve missed this group a lot, even though I’ve managed to find ways to stay busy, so I’m glad we had enough people still available to meet. One player, a doctoral student in the middle of probably the busiest part of her doctoral program, hasn’t been able to make it for the last two sessions, but I mostly just feel bad that she’s so busy and swamped with her work that she doesn’t have the time to relax and do things like playing Dungeons and Dragons. I’m sure she’ll free up eventually, but I definitely missed her presence during the last two games. We’ll have to figure out what her character was up to at the party while everyone else handled their first party of the year with what has mostly amounted to success. Sure, there were some flubbed rolls in there, but I’m always looking for ways to let my players fail forward and it was pretty easy to do here. This time, my players tried to sneakily follow some of their peers, jumped off a roof into a pool, made some friends, and even had a fun mix of inter-team conflict and bonding. It was a really great session, even setting aside how happy I was just to be back playing this game again.

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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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Bringing An Old D&D Character Back For A New Shot At Life

It will be at least another week yet before I start playing in a new (to me) Dungeons and Dragons 5e campaign. I thought we might start last week (the day I wrote this), but one of the players wound up being busy and the fact that this game is specifically a campaign wrap-up means that we really can’t play without someone. I mean, they could probably play without me since my character is being introduced pretty late into the campaign (as part of the game’s revival and conclusion), but I don’t think they will. Not after inviting me to join them and everything. Luckily, thanks to an early pandemic game that didn’t last very long, I had a character who already existed in the game’s world so I could just level him up, kit him out, and then work with the Dungeon Master to figure out where he existed in this world a little bit further down the timeline. It even works out thematically because the campaign in which this character first appeared was about slaying a dragon that had its own cult and this campaign wrap-up is about a campaign of dragon slayers who accidentally let part of the soul of an evil undead dragon escape from the magic crystal they’d been trying to protect. As it turned out, not all natural twenties are good things, especially when it comes to the targeted application of a Dispel Magic spell. A natural twenty on that could do a lot more than you intended.

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The Descent Into The Rotting Heart Ends With A Slow Fade

Last night, after several months, many delays, and little bit of ad hoc scheduling, my remaining two players and I wrapped up our campaign of Heart: The City Beneath. Both remaining players hit their zeniths, we wrapped up the last trailing bits of story, and then did a post mortem since the player whose character had died/zenithed-out last session was around and available. It was a long night for all of us since we moved back our planned start time an hour, used up the the entire hour and a half of game time we’d set aside, and then wound up talking through the end of the game and what we’re going to do next for another hour. I was thoroughly exhausted by the end of all that and still am a full day later. Still, I’m glad we got to do it and I’m looking forward to a relatively quiet weekend without needing to run any games (though I will be playing in one, most likely, and doing some preparations to play in yet another game). I could use a bit of a break this weekend, after the last few weeks I’ve had, especially because I’ve got a new game to start preparing.

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Starting To Party With The Party In The Magical Millennium

After two skipped sessions, we finally returned to playing The Magical Millennium. When last we left our beleaguered students, it was their first day of magical classes and they’d survived a harrowing encounter in the lunchroom. They’d breezed through their first day of classes–aside from that one disastrous lunch period–even earning a commendation from the teacher of their Adventuring Class for a stellar performance, and then went their separate ways at the end of the day, united by their experiences, the assignment that they perform as a party, and the single group chat one of them put together. It took three sessions, but we’d finally finished the first day of school!

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Concluding The Second Arc of The Leeching Wastes

After five sessions, which feels like both more and less time than I expected, we’ve wrapped up the second arc of my The Leeching Wastes campaign. The first arc involved fleeing from a home that was directly in the path of a horrible monster in hope of finding a new, safer place to call home and the second arc has been all about settling into this new home while dealing with some of the consequences of people’s actions as that integration occurred. In the last session, one of the player characters was brought under the influence of the monster sealed within the heart of the tree that made up the center of The Grove and given the command to free it. The party failed to stop her despite the emotional price they were paying in their attempts, but the unnamed goddess (connected to her by a bargain said goddess made with the player character’s former lover who had sacrificed herself to save the player character) had one last trick up her sleeve that she’d been holding off since it could easily kill that player character. In order to save everyone, the player character risked her life and ultimately survived, but only just barely. The session ended with the remaining members of the party–two NPC allies in tow–settling down to rest while they waited for their tied-up friend to regain consciousness so they could figure out what the hell had just happened. It was a very draining session that lasted less than an hour and a half and quite a place to pick back up from this week as we went through the arc’s denouement and moved forward in time.

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