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.
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.