Started my brand new D&D campaign tonight. If you've been following my blog spoor for the last year, you might have noticed I've been screwing around with a wiki for this thing. Now, open for business!
I've spent a hella lot of time laying groundwork and spelling out rules, and it's still not done.
Important Lesson: You're never really done.
But it was surprisingly thorough. I'm methodical as a tornado when I write. I blow through town and look back once I'm done. Sometimes I've hit everything, and other times I've left whole blocks mysteriously untouched. I don't have a system. I just make up stuff until some outside constraint makes me stop.
So going in, I didn't know whether I'd written enough to make tonight work. But then I said, "Well, in the wiki..." about a dozen times in answer to questions. So I think I got all the vital stuff in.
Important Lesson: Don't worry about getting it all right. It's a game you're playing with friends.
Important Lesson: Just because it's in the text doesn't mean anyone else knows it's there.
I made the experience point totals for level gain a little higher, using a conglomeration of different Pathfinder experience gain rates. Then I told them that I'd award extra XP for people who enable group enjoyment by doing out-of-game things to make things more fun. The player who takes notes or handles mapping or draws a group shot or takes pics of minis gets an XP bonus. I hoped to encourage players to be creative and contribute on their own terms instead of doing all the work solo. This idea was poo-pooed, so it might not last.
Instead, I might use a variation on Sean Reynolds's Alternative Level Advancement System. I like Sean's idea, but changing your character every single session is too much paperwork in an already paperwork-heavy game.
Important Lesson: Adults with kids don't necessarily have the giveadamn to write character journals. In the long run, a bennie meant to encourage participation could begin to feel like a penalty on people who don't want to participate.
I thought having the rules online would be a good way to get everything out to the players so I wouldn't have to be the sole source of information. Also I hoped it would require me to lug fewer books to the game.
But the concept is a little ahead of the group's hardware capacity. Nobody brought a laptop or usable wireless device to let them look up stuff. We wound up using books anyway, which don't quite mesh with the fifty-'leben ways I've tweaked the d20/Pathfinder rules sets.
Important Lesson: Oops.
After a lot of shuffling papers and answering questions, characters were done, except for the niggling details that no one ever firms up until the third game anyway. I thought that'd be it. Good work everybody, see you in two weeks.
No! They demanded we play tonight! Begin tonight! Begin fighting! Tonight!
Since one of our regulars was absent, I didn't want to get too deep into the first adventure. So I used the time-tested, beloved pacing device DMs and comic book writers have used for decades. I threw in a combat. It wasn't meaningless, but it was off the cuff.
Important Lesson: Come more prepared than you think you'll need. And come prepared to improvise.
Friday, September 25, 2009
D&D: New campaign kickoff
Labels: creativity, DnD, fantasy, games, lessons learned
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