A little shout out to Andrew Hamilton and his new adventure Ruins of the White Watch. An adventure module that he wrote and is available at Dragonsfoot. It's a nifty high level exploration of a centuries old long lost watch garrison with a cover illustration by yours truly with help from the wife. Check it out, it's a free download over at Dragonsfoot.
Showing posts with label Adventure. Show all posts
Showing posts with label Adventure. Show all posts
Wednesday, January 26, 2011
Ruins of the White Watch
A little shout out to Andrew Hamilton and his new adventure Ruins of the White Watch. An adventure module that he wrote and is available at Dragonsfoot. It's a nifty high level exploration of a centuries old long lost watch garrison with a cover illustration by yours truly with help from the wife. Check it out, it's a free download over at Dragonsfoot.
Labels:
Adventure,
game aids,
illustrations,
Module Adventure
Friday, December 3, 2010
Campaigns vs. One-Offs
Over at the Lands of Ara, Carter posted about hitting that sweet spot in his campaign. Here too, we seem to have hit that nice sweet spot for all of the same reasons. The PC' s are a bit tougher now and can survive some heavier battles, plots are thickening nicely, and through all their trials and tabulations, the PC's are beginning to leave their mark, however small and for good or evil, on the game world.
This got me thinking about campaigns compared to one-offs.
I'm a big fan of the campaign. I love the 'story' that evolves from the players and their characters actions, the ever present cause and affect. I love the slow moving 'story' arcs and the re-occurring NPCs. I love the fact that PC's deaths become more bitter and have weight. And I love the fact that once you hit that sweet spot the campaign begins to run itself which I feel is a sign of a successful ongoing adventure.
Campaigns are where the concept of Role-playing games come to life as characters and events are brought are colored, explored, live for a while and then die (sometimes horribly).
Now one-offs, on the other hand, don't do much for me. I've run a few and, granted they can be fun and a good way to introduce players into the concepts of the game but it just leaves things hanging.
Players that bring their characters to life during those few hours are gone - poof! vanished at end of game. It leaves myself (and hopefully the players) wanting more. I want to know what the consequences of these players actions are! I guess it's hard for me to let go of the long term cause and affect in game. In this sense, one-offs tend to be quick quests, hack-n-slash of careless adventurers who do not fear death. Though that, of course, can be fun is almost the antithesis of the game - my concept of the game anyway.
So while one-offs have their place, for me they don't compare to the struggling saga of some poor characters clawing their way to leave some mark in their world.
This got me thinking about campaigns compared to one-offs.
I'm a big fan of the campaign. I love the 'story' that evolves from the players and their characters actions, the ever present cause and affect. I love the slow moving 'story' arcs and the re-occurring NPCs. I love the fact that PC's deaths become more bitter and have weight. And I love the fact that once you hit that sweet spot the campaign begins to run itself which I feel is a sign of a successful ongoing adventure.
"...once the campaign is set in motion, you will become more of a recorder of events, while the milieu seemingly charts its own course!"I love that there's a history and that when new players come in the veterans retell their tales. Our group's character levels are between 1st and 5th and that adds a sense of realism (if you can have realism in a FRPG) to the campaign world and a sense of ongoing depth and a passage of time.-Gary Gygax, DMG 1st ed. p. 87
Campaigns are where the concept of Role-playing games come to life as characters and events are brought are colored, explored, live for a while and then die (sometimes horribly).
Now one-offs, on the other hand, don't do much for me. I've run a few and, granted they can be fun and a good way to introduce players into the concepts of the game but it just leaves things hanging.
Players that bring their characters to life during those few hours are gone - poof! vanished at end of game. It leaves myself (and hopefully the players) wanting more. I want to know what the consequences of these players actions are! I guess it's hard for me to let go of the long term cause and affect in game. In this sense, one-offs tend to be quick quests, hack-n-slash of careless adventurers who do not fear death. Though that, of course, can be fun is almost the antithesis of the game - my concept of the game anyway.
So while one-offs have their place, for me they don't compare to the struggling saga of some poor characters clawing their way to leave some mark in their world.
Tuesday, June 22, 2010
Pirates, Treasures and Danger
Some of you may remember this from waaaay back. Danger Island! A pretty awesome live action installment that was part of the Banana Splits show. From the credit sequence you might think it's Party Island with everyone flying around, swinging on vines and throwing coconuts around but there was true danger from pirates, cannibal natives and a deserted island. The violence and dark themes (and there are both) are handled with finesse and light-heartedness as should be in a children's fantasy show thanks to director Richard Donnor. Yes, that Richard Donnor director of such films as The Omen, Superman I & II, The Goonies and countless others.
So strap yourselves in for Danger Island! Uh-Oh, Chango!
So strap yourselves in for Danger Island! Uh-Oh, Chango!
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