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PLOT DEVELOPMENTS

Both groups learned some significant facts about the background of the world. The way the labyrinth sometimes connects different places in time, and the kobold legion they encountered had taken advantage of this to flee a post-apocalyptic future into the past, in the hopes of setting up an endlessly looping permanent kobold civilisation without the "and then the world expires and all is blackness until the beginning comes round again" bit.

And which gods think approve of this and which don't.

And both had some more extended contact with the kobolds (in reluctant negotiations or capture-and-interrogate ways). And both found some of the macguffins they'd been looking for.

PACING

The last couple of sessions have been pretty fun and satisfying (a few previously-mentioned frustrations aside), but I feel like, not quite as satisfying as I'd hoped. The one with the "investigating how the fungus creatures got in to massacre the mines" I think was still the best, I think because it had a lot of intermediate goals, but the more recent sessions have all been reasonably good, even if not perfect.

This is my first longer campaign, really. I wrote myself into a corner a bit. I originally hoped the players would just find hooks and challenges in the labyrinth, and explore off their own bat, finding new areas and getting money and levelling up being the rewards. But it didn't work out like that.

I naturally built up the things that were going well and sidelined the things that weren't clicking, so that made the game go a lot better. But that meant a lot more NPCs, plot, etc than I originally intended. Which is good, because it went well. And has mostly settled down to needing "not much prep". But partly it means that I'm crafting more of a story and less of a sandbox, which the original design is less suited to.

And partly, it means we've got lots of different story hooks or goals and not enough clear player-bought-into goals. If I did this again, I'd try to find a way to make clear progress towards goals (either with explicit missions with subgoals like "follow the clues" or "search areas to find", or with explicit goals for exploration like "level up when you find X thousand gold pieces").
jack: (Default)
Both of my parties found the location of one of the MacGuffins, each hidden in a "challenge" room, i.e. a chamber in the dungeon designed in-character and out-of-character to present an interesting challenge and reward to the players.

One was a not-library filled with wooden boxes, which shocked you when you opened one, and a guide who partially answered questions about them, with the aim of finding the MacGuffin in one.

The other was a set of altars, bowls, and knives, with instructions to let a drop of blood into the cup on the altar, which produced various magical effects, and the aim of figuring out what was the "right" way to do that.

I'd really wanted to include things like this, as it's very appropriate to the underlabyrinth setting -- I was partly inspired by things like the Labyrinth film -- and a big DnD tradition.

I knew I was taking a risk because both the first two challenges were at the puzzle end of the spectrum, and this sort of puzzle is actually really hard to do well in a roleplaying game.

The problem is, if it relies on figuring something out, it's not really a roleplaying game, it reduces to the players pausing the game and figuring it out.

I think it works well when the puzzle connects to things in the world, where there's a puzzle to be solved, but the individual steps involve small relevant in-world decisions, like combat, or needing to successfully use a skill, or losing or gaining health.

I sketched these particular rooms out ages ago and then just pulled them out when the party found them, and was very pleasantly surprised how my off-the-cuff details worked out.

Both parties successfully navigated most of the puzzle. Gp 1 retreated when they were running low on health, but paid attention to the specifics and know exactly what they're trying next time. I really loved that they had a little chart correctly reconstructing most of my notes. Gp 2 got rather frustrated when it kept seeming they were getting closer but still not getting there.

I think there were some things I sort of did but could still have done better. I should have explicitly thought, "If they get stuck, what options are open to them? Is there an in-world way of getting hints for a sufficient cost? Or will going away and returning help?" And I deliberately tried to allow many indirect approaches to get useful information, but not instantly bypass the puzzle, but I could have been more explicit about what sort of things they might find out, so more of the things they tried I could have a helpful-but-not-insta-win answer ready.
jack: (Default)

Admin

We ended up adding two new players, Liv and someone from the interested group, when a couple of players weren't sure if they could come. This ended up pretty well, and we had a really good session. I was really glad I'd been able to play with Liv, because I'd been hoping I would be able to and I wasn't sure.

The week leading up to the session I'd ended up a bit stressed by the logistics. I'd tried to structure things so it was fine if I didn't know exactly who would be there and I didn't need to worry about it until Monday, but it didn't work out that way. I kept wanting to do prep to make sure I was ready for any of the players, and to make sure I didn't have too many players if I invited more, but that meant players vanishing into various crises affected the planning more than I'd hoped.

What Went Well

I did too much prep, but I think it was the right sort of things that helped build the campaign.

We started off with a little war council of the players and a couple of NPCs. This took a little long, but everyone got a good sense of what mission they were planning, what the alternatives were, what they hoped to achieve, etc, and I don't think I could have cut it much shorter. Everyone had good intel on possible alternate missions.

Several characters brought up possible clues which they'd had in session 1 and I'd been prepared to remind them of if needed, and several characters followed up on things I'd expected to come up like "did we get a more full translation of that inscription"?

They chose the mission I expected, and weren't as on board as I hoped, but I think they were reasonably happy with it. This was, "collect bounties for track down fungus creature who'd invaded the mines and killed miners, and the traitors who'd let them in". I'd only imperfectly managed a balance between establishing a status quo and keeping events moving, so the mission didn't feel as important to them as I'd hoped, but I think it at least had reasonably clear rewards, both tangible and intangible.

They also had several other quests they were quite eager to work on, exploring the river, looking for most lost civilisation, looking for the remains of the navigation device, plus a few private ones, so I hope that might come up next.

The new navigation rules didn't come up much, but seemed to work well. I hope as people get more familiar with them, they'll make the players feel more able to make sensible trade-offs about which routes to take.

Several things I'd been trying to bring up came up, like J's character Lucke getting to use his spellthief ability. The party revisited the square where they were first ambushed by rock bears, and were attacked by a lone rock bear who was totally outclassed. They're getting used to always looking up, I'll need to give them some more competence moments, and then maybe some curveballs :)

C's character Sammy did several awesome combat stunts, using his amazing dexterity to drop from the ceiling impaling the rock bear, and leaping onto the back of a fungus-zombie ogre. And using his parrot to scout.

And AGAIN he used thunderwave to completely take out a small squad of kobolds, because it's area of effect, and guarantee of doing a small amount of damage to everyone in a group, is perfect for taking them out. I loved this so much: I couldn't have arranged it better, and it's really satisfying.

What I could have planned better )

ETA

Talking it over with Liv, I realised two important things. One was, there was an awful lot that went well that I'd started to take for granted as part of running a session at all, but that's still quite good, even if I feel like I want to consistently do better.

The other was, when I was offering warnings, my voice is often a bit tongue in cheek, and this came across as sarcastic, like I was telling the players, "not this" or "something like this, but not". That's a shame, but it's actually really good: it's nice and specific so it's hopefully easy to avoid.

jack: (Default)

I started the campaign with the second group.

Despite being more people I hadn't known previously, they were also really nice, and also had really nice character ideas. We had more tiny machiavellian mastermind pcs, and more stabby stabby PCs, and more giant nerd PCs, and was generally fun :)

The session benefited from all the hooks I'd been strewing about in keeping up with group 1, and in bringing in the backstories from group 2 into the world, so other than the immediate goal of "delve for treasure", they had some reasonable suggestions for the them to actively choose between, following the bounties issued for the fungus creatures who invaded the mines, or following up more clues to a lost civilisation suggested by things group 1 found, or several other possible hooks.

And I managed to bring their characters together, first them, and then a couple of recurring NPCs, to have a chance to chat and get familiar with their characters, so stuff started off with more momentum than group 1 had.

Over-prep

But I'm still suffering from ending up with much too much prep. Partly because I'm figuring out the system, not the rules, but the way I want to run the campaign, so lots of notes about "this PC ties into this detail" etc, get muddled together, until I found a sensible way of organising everything. And partly because I just get over-invested in doing all the cool things I've thought of.

I *hope* that this does in fact help produce a cool campaign. I think it will, but now the PCs have caught up where I hoped in terms of interacting with the world, I need to step back and relax a bit more, and let stuff I've already thought of play out without constantly rejigging things.

The Labyrinth concept

I still really love the idea of the "undeground labyrinth", and after some false starts I really like the exploring mechanic I have for having the PCs able to explore unknown parts, map locations and follow routes, without physically mapping an actual world-wide labyrinth, but feeling like it varies from "reasonably straightforward" in the routes they're familiar with, to "dangerous" exploring unknown areas where you might legitimately get lost.

And I love that it lets me mix together two different groups in the same world, and rely on its magical weirdness to cover over "hey, wouldn't we have been here BEFORE group 2" moments, if things get out of sync.

And I love a lot of the worldbuilding I've come up with, and the players reactions when they uncover it.

But I think, it hasn't worked as well as I'd hoped as an old-school dungeon delve. Partly because the character and worldbuilding stuff was just more grabbing so that got a lot more focus, and partly because it's hard to balance encounters for a good learning experience where the PCs get to know what they can handle and not, when you don't want to hand-wave away accidental deaths. I think that will come more into focus as we play a little more, it's just that third level characters are already quite complicated!

But I think, I am much more excited by games with lots of npcs, plots, worldbuilding, etc, so if I do another big setting it will probably be a city.

I would still enjoy a small proportion of mechanics focused games -- basically the feeling of excitement when everything goes right and you win a fight. But I think they need to be structured slightly differently. You need more, "you fight a goblin, you fight some more goblins, you cross a chasm, you fight a goblin on a bridge across a chasm", where you experience elements which are easy individually but interesting in combination. That was how this campaign was SUPPOSED to work, but we ended up without enough of the easy stuff.

And the idea that "I wouldn't have to do much prep" hasn't been true, as I've been sucked into expanding... almost everything :) I hope it's a lot quieter from now on, now I'm familiar with all the characters. The plan was, most of the planning would be done once, and each session would be PCs just thrown into it and told "here's a top three hooks, go and explore", where everything already tied in interesting ways. But I ended up doing a lot to tie ongoing PC plots into events, and what I'd originally envisaged as a fairly slow growing background plot got more so, so keeping it all straight might have been easier if I'd just planned each session separately as "what are you doing this session" and not tried to maintain all the worldbuilding up to date so much.

But I am really enjoying it, I hope the games with these groups go well, and I hope I do run more variety of games in future.

jack: (Default)
Nothing specifically spectacular happened, but this session was really satisfying!

The players brought the rescued miners the rest of the way back to the main mines, on the way discovering a small Myconid outpost near the mines, and discovering the myconids had made a big attack on the mines, sadly wreaking quite a massacre. Further patient investigation discovered a contingent of guards had let the Myconids in, and absconded with some of the most valuable resources mined.

What worked out

I tried several things to make the session feel more satisfying, and I think they all worked:

* I looked at the overall arc of the campaign, which so far had mostly been "rescue trapped miners" and a few other hooks which we hadn't had time to explore, and worked out what would be natural next things to happen, and then made sure they happened *now*, not waiting on the players to "get there", even if I needed to jump a little to get there
* I worked out what the players were most likely to encounter and let my imagination run free fleshing it out, updating my overall notes accordingly. Some of that showed up in ways I expected and ways I didn't, so the prep is showing worthwhile even when it doesn't come up as expected
* I made an effort, in advance and during the session, to flesh out the NPCs the players meet. Even a little bit made the world feel a lot more alive, and began to snowball as I got used to the NPCs and more fell into place, even if I'd just got the players to make up a name and single personality trait to start with.
* Some "joining-the-dots", or just having stuff that the players would see during the session, but making sure it's uncovered successively by specific player action; even if it's only "ask the obvious questions in any order", it adds a lot more feeling that the players/characters are driving what happens, and it's easy to adjust (e.g. if I know what they're likely to discover, I can on the fly judge what actions might uncover what easily or only after some challenge they encounter)

In the end, I spent some time introspecting about *how* to plan this, which I'm pretty pleased with, and the actual prep ended up not taking long, mostly plugging a few ideas I had for what was likely to come up into the existing worldbuilding I already had, and some brainstorming. So hopefully I can keep doing that without a big investment of time.

It does mean, I can't yet quite do what I'd originally hoped of running a zero-prep session on the spot whenever I'd like. But if I work in some mini-plots into the worldbuilding/scenario/locations, I probably could start to do that just by picking up one of the ones I'd prepared. After a few sessions I should start to have a surplus of stuff like that anyway.

Also

We had enough time to revisit some things which had come up before, and discovering more about them made everyone feel like things had happened, and me feel like they were worthwhile including.

There wasn't that much combat, and that felt about right as we'd spent a fair bit of time on combat before and people are now reasonably familiar with what their characters can do, so being low on hit points was tense even when they didn't encounter significant opposition. It took a while to get to that point, when people don't initially have a good instinct for how much healing is available.

That also sped things up, but I don't think it needs to stay like that, the pendulum can also swing back. I think the important thing is to include the things that made the session feel like it made progress, but the "in between" bits that get to them can either be investigation, or combat, or navigation, or other character activity.

In future

Think this plan worked and I want to follow a similar model in future. In particular, I hope to recapture the "each session feels worthwhile individually" I'd originally intended. Despite connecting quite tightly to the previous session (starting in the middle of the labyrinth with trapped miners to escort home) and following session (following up on the events of this session), this session felt reasonably like it was satisfying by itself, with events established and resolved.

I also should continue to trust my gut on what the players are feeling reasonably on top of (basic combat, navigation checks), and keep them present but only touching on them briefly can be enough, and on what the players haven't enough chance for (agency, finding things out, progressing plot) and trying to make sure it has a chance to happen.

Ideally every session will be fun in different ways, but none will be the "mustn't miss" session.

I am also starting up a second group on alternate Mondays, so I will try to follow the same model and see how it goes. I'm excited to see how they interact in the same world.

I'm hoping that if I keep this up, I can get away from my completionism and come up with cool new ideas and do prep with only a small investment of time each week, and make more time for other things. We'll see how that goes :)
jack: (Default)
A few friends are coming to dinner and see my new cheesy classics Tron/Labyrinth on Saturday, at mine at about 7.00pm, probably with mead and heckling. Would anyone else like to join us?

We may also watch another DVD -- I'll probably try to persuade everyone to watch something I think they should see once -- or play some games.

(Edited for tact)
(May possibly be changed with respect to Becky's suggestions.)

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