Friday, July 24, 2009

Have a Dungeon Map

Happy Friday.

The Ennie Awards


I voted. Did you?

I'm not going to tell you who to vote for, but I will mention that Hellas: Worlds of Sun and Stone is up for both the Interior Art and Best Production Values. A friend of mine is one of the two artists who worked on the book, so I might be biased when I say that it is one of the most gorgeous gaming books I've seen. Check out the download section of their website for some samples and decide for yourself.

Thursday, July 23, 2009

Looking for Group

Not yet, precisely.

Angela and I are moving to the D.C. area soon. Very soon.

This is the primary reason that I haven't been posting much lately. I've been busy.

I know a good number of gamers in the D.C. area. I know that there are a large number of RPG blogger-types there as well.

Since I last lived in D.C., though, I've become more aware of how important it is to game with people who have gaming styles compatible with your own. I don't see myself putting up a "Looking for Group" sign at Dream Wizards, but it has been some time since I've had to actively look for people to game with...

Any advice?

Wednesday, July 15, 2009

Coming to an End

Sunday was the last game in our Woodstock campaign. The campaign was set in an alternate Woodstock, NY... in a world in which Dylan collaborated with the concert organizers and Woodstock was actually, well, held in Woodstock. In the game-world, a lot of people actually stayed there, and Woodstock is now a thriving city.

The game was in the urban fantasy genre. Specifically, it featured faeries... which were very loosely defined to include things like lake monsters and bigfoot. We used a modified version of FATE rules (from Spirit of the Century) to run it.

I'll write more about the setting in another post. I want to write about the end of the campaign.

Angela and I were co-GMing the game. This was both good and bad.

The Good: Planning was fun. It was great to have someone to bounce ideas off of... and to remind me of things I forgot. In play, it was nice to be able to split the PCs up without forcing some of the to sit around and wait.

The Bad: We weren't telepathic. The style of game we both prefer depends on a lot of improvisation... and neither of us felt fully free to improvise wildly for fear of stepping on the toes of the other.

Ultimately, I found running games to be frustrating. A big part of what I like about GMing is the improvisational aspects.

Right. The end.

It wasn't the end we'd planned on. We planned out a conspiracy that the PCs would gradually discover. We even had our own Cigarette Smoking Man (a bigfoot). Unfortunately, we ran out of time. We were alternating weeks with Jenn's D&D game (which I'm enjoying a lot), and we have an impending move coming up (we're headed to DC). We realized we'd never have time to fully develop what we wanted to develop.

On the other hand, we didn't want to leave the players hanging. (When we last left them, they were dressed as Power Rangers and mock-fighting a faerie-pleisiosaur named Tatoskok in an abandoned rock quarry.)

So we changed the ending. We expected the new ending to take two games to wrap up. It took one (but we ran later than normal). I hope it provided some closure. We let the PCs beat up on some villains who had escaped them early on. They revealed their boss (who they'd be frustrated with) as a traitor (or at least a slave to a faerie noble) after rescuing him from kidnappers. One of the PCs ended up controlling an army of ghosts (through some manuevering that we totally didn't see coming). The others gained a new-found purpose.

It certainly wasn't a bad end... but I still feel a bit of regret for what didn't happen...