Sunday, July 15, 2018

Last Great Campaign?

The past several weeks has been a real humdinger that reminded me again and again of human frailty.  It left me with this notion: Now that I and my family, friends, and gaming buddies are aging how many more campaigns do we have in us? Family and work can prove to make gaming tricky for the mature gamer but health and mortality oh they are much more decisive factors.

 GM's are famous for working on the next great campaign while running one or two other campaigns but do we ever plan on one being our last great campaign? We only have so many years left where our eyes, ears, hands, and even our minds will support our playing RPGs. Should we plan each campaign as if it is our last? How should The Last Great Campaign be structured? Should the Last Great Campaign be structured to end in a bang or should it be set up to to last until the bitter end?

My best campaigns have run from 4 to 8 years in length. They did so by adapting to my gadfly choices and the slowly revolving group of players. While I never really planned for any of those campaigns to run for so long they just did. Now as I age and some of my friends and fellow players have died or been limited by illness so much they can't play I have to wonder is there ever going to be another long campaign and is there going to be more than one?

Is it my duty to prepare for the Last Great Campaign? Should it be structured as a place to walk off into the twilight from, to swim in seas of nostalgia, or maybe just maybe it could be a shinning example to pass on to a future generation?

Heavy stuff. Lot's of questions and no answers just yet.

Sunday, May 13, 2018

Look into the darkness for hope and the gutter for who shall answer the call

Those bothersome murder hobos just keep coming back. A princess needing saving, a realm under threat of an evil dragon lord, or a whole lot of bothersome orcs on the border and  it's only a matter of time before the murder hobos turn up. Sure some claim to be heroes or more honestly opportunistic mercenaries but they are wandering slayers of all the survey just as likely to use cloudkill and firebombs in a tavern brawl as they are against an unholy host in a forgotten necropolis.

For years I've Dm'd dungeons and dragons and related games and time and again the players expose their characters to be naught but murder hobos. So why fight it? Why not structure the campaign to expect that, to deal with it, to embrace it?  Are people, almost people, and not people at all that descend into the most dangerous of places imaginable to steal bar money really the right means to display heroic adventure.

I touched on shifting the classes to embrace murder hoboism:

I discussed part of what causes murder hoboism in the past:

There's a fairly fresh post on the whole murder hobo thing here at elfmaids and octopi:

So yes dear reader a few posts shall follow expanding on the care, feeding and torture of the murder hobo. How to structure a campaign to actually deal with them, how to reward players for actually being heroes (what?) , and how to deal with the consequences of actions.

Sunday, May 6, 2018

Hello, back at the old blog

Hello everyone.  After an absence I'm going to be back to game related posts here on this good old blog.  I'm starting up a campaign with way too many houserules that I'll be sharing here.  A lot of the old posts will of course still be part of the body that makes things what they are.  The "Undercity of Mog" is getting moved to a new world and renamed the ever so different "Undercity of Maug" for vague linguistic reasons no one is ever going to care about. Still going to be a mash-up of oldschool meets d20 so there should still be posts that appeal to a number of readers. I also hope to get more illustrations and maps up here on the blog.  So thanks for reading this and yes indeed there is more to come.