jack: (Default)
I put a lot of thought into how to make a game work where there were six players who want a variety of different things. I don't usually recommend that, but I wanted to play with all the support bubble! In particular, I wanted to avoid a system like DnD that defaults to "we kill it". But I also wanted to include some conflict along the lines of combat where you have a particular ability, and you use it, and get the thrill of rolling a dice and being effective.

Map

I predicted this and I was super right, that drawing a map of the area the PCs would go to would be incredibly useful. I got a lot of "ooh, what's that" and "can we go there" which was exactly what I hoped for -- it gave the players a meaningful sense of being familiar with the islands on these specific turtles, and immediately conveyed the general "how big is this" without me having to describe it verbally.

I drew a (very provisional) sketch of the whole turtlepeligo: one big miles-long grandma turtle with the spirit forest on her back, and a dozen young-to-middle-age turtles with villages, pastures, seaweed, etc, etc. And players were immediately invested in "where do I live" "what's the turtle like on my island".

And I drew the three islands the players were likely to visit, so they could rapidly see the status quo and decide where to go. It would have been well worth drawing some of the specific locations too.

It also forced me to realise specifics about layout I might not otherwise have thought of, like "there should always be a few boats drawn up on the beach, right?"

I didn't even expect to use the maps for trying to have people move around, which I think was the right approach. The main focus was giving the PCs handles to interact with the world. Although in a scuffle I might break out a map and PC/NPC standees, not to judge exact distances, but to see "who's fighting who"

Character sheets

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jack: (Default)
I started this roleplaying game as the first ongoing campaign I ever seriously tried to run over a year ago. It started in Heffers rpg nights, then tried out another venue once or twice, then moved to my house, now online.

Online worked surprisingly well, but does seem to suffer from scheduling being treated more casually than an event you need to physically go to. Hopefully coming close to a climax now, although I hope to meet up with the players in person when I can to reminisce.

They have explored the underlabyrinth, defeated its challenges, communed with the gods. One player, before the very first session, invented a tragic backstory with his character's parents and governess dying and her running away to become a thief, and we eventually brought some of the repercussions forward, his character kept researching the events and uncovered there was more to them than it looked like, and she kept working towards revenge. Various time shenanigans were discovered and the characters parents were discovered to be alive after all.

Then the quest was closing in on the bad guy who'd been involved in the killings, now the annoying corrupt town guard, and a possible additional shenanigan to additionally save the governess (which was rather harder for both practical and paradox reasons). Now they ended up in the past, got ambushed by the bad guy, defeated him before he could run away, got a relevant infodump, snuck into the keep she lived in, planted the known-about message to her parents and tried to leave a message for her governess saying "here, use this to fake your death on day xxxxxx" and... it worked.

It was a learning experience for both of us but I'm really proud of how it turned out. When he originally invented the backstory neither of us expected his parents or governess to be saveable, but when the time shenanigans appeared he suggested it and I thought it could work, and worked out what they'd have to do, and weren't guaranteed success, but pulled it off very well.

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