We finally had our entire group together as we began this session.
When we left our intrepid "heroes", the group had heard voices crying for help through the Void, and had gone to their rescue despite the Captain's protests. Once on the island, they had encountered a group of people huddled together on the beach, and one of the people had turned towards the Captain with a wild look of hunger, and we had faded to black.
When we picked back up, I fully intended for there to be a conflict during the session. All of the players had commented at one point or another that they wanted a fight, and I had planned the adventure with that in mind.
But my players had other plans.
Showing posts with label risus. Show all posts
Showing posts with label risus. Show all posts
Wednesday, October 3, 2012
Wonderland Session 6 & 7
Labels:
Game recap,
risus,
RPG,
wonderland
Monday, July 16, 2012
Wonderland Session 2
We had a great session of Wonderland this week.
I lost a player and gained one, and I think I handled this change pretty well.
The group traveled through the Void; which was terrifying and strange. The group moved through total emptiness, and then through a cemetery of souls that grabbed for them, and then through the roots of a world above them.
As the group made it to the "end" of the Void "road", they felt a bump as if they had run aground. They saw a small pinhole of light, and as they peered through the pinhole, they saw what appeared to be twilight.
I lost a player and gained one, and I think I handled this change pretty well.
The group traveled through the Void; which was terrifying and strange. The group moved through total emptiness, and then through a cemetery of souls that grabbed for them, and then through the roots of a world above them.
As the group made it to the "end" of the Void "road", they felt a bump as if they had run aground. They saw a small pinhole of light, and as they peered through the pinhole, they saw what appeared to be twilight.
Labels:
Game recap,
lo,
risus,
RPG,
wonderland
Friday, June 15, 2012
[Wonderland] Second Chances
Several people have asked me how my session of Wonderland went on Wednesday.
Unfortunately, there weren't any players. However, on the way out of the store, I ran into a buddy and we started chatting in the parking lot.
The buddy and his girlfriend are just learning about RPGs, and had a lot of questions. While talking, they expressed interest in my little playground, and so we're going to try again next time. Then when I got home, TheBoy told me he really wanted to play, so it looks like I have potential players for next session!
This "second chance" gives me time to flesh out the background packets I'm passing out to the players, as well as work on the map some more. (I need to find a way to share my map with you guys! I think you will like it.)
Unfortunately, there weren't any players. However, on the way out of the store, I ran into a buddy and we started chatting in the parking lot.
The buddy and his girlfriend are just learning about RPGs, and had a lot of questions. While talking, they expressed interest in my little playground, and so we're going to try again next time. Then when I got home, TheBoy told me he really wanted to play, so it looks like I have potential players for next session!
This "second chance" gives me time to flesh out the background packets I'm passing out to the players, as well as work on the map some more. (I need to find a way to share my map with you guys! I think you will like it.)
Labels:
campaign settings,
risus,
RPG,
wonderland
Tuesday, April 17, 2012
[RPG][Wonderland] Creating Opposition
I have finally decided on a system to use for Wonderland. I'm going with Risus.
After considering about 6 systems (including Savage Worlds and Mutants & Masterminds) and talking to TheDude about running something I can't "sell", I decided to do what I wanted and worked best for my game idea, and stop trying to do what I "should".
The map has been made (although it needs serious cleaning up) and the setting(s) are defined fairly well, with a lot of room to breathe and change if the soon-to-be players mess things up, confuse me, or otherwise X+1 me.
The next thing I am working on is the "opposition"- the things the players will face in the environment, and decide motivations, mannerisms and so forth for them. Because as much as this game is ultimately intended to be a "players vs. the world" sort of idea, there will be things to Deal With.
Most of what the players face will be much like themselves, but maybe with different beliefs, reasons for doing things, or understandings of the fundamental rules of the world. At some point there will be conflict; or at least I expect so given this is a game and there is an underlying want to "kill orks for beer money" in many gamers I know.
Coming up with those beliefs, values and reasons is a lot harder than coming up with "what they look like". GM's, what is your take on making opposing forces?
How do you make them, what do you consider important, all those things- please share!
After considering about 6 systems (including Savage Worlds and Mutants & Masterminds) and talking to TheDude about running something I can't "sell", I decided to do what I wanted and worked best for my game idea, and stop trying to do what I "should".
The map has been made (although it needs serious cleaning up) and the setting(s) are defined fairly well, with a lot of room to breathe and change if the soon-to-be players mess things up, confuse me, or otherwise X+1 me.
The next thing I am working on is the "opposition"- the things the players will face in the environment, and decide motivations, mannerisms and so forth for them. Because as much as this game is ultimately intended to be a "players vs. the world" sort of idea, there will be things to Deal With.
Most of what the players face will be much like themselves, but maybe with different beliefs, reasons for doing things, or understandings of the fundamental rules of the world. At some point there will be conflict; or at least I expect so given this is a game and there is an underlying want to "kill orks for beer money" in many gamers I know.
Coming up with those beliefs, values and reasons is a lot harder than coming up with "what they look like". GM's, what is your take on making opposing forces?
How do you make them, what do you consider important, all those things- please share!
Labels:
advice,
community,
development,
game design,
help,
risus,
RPG,
wonderland,
writing
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