[generic] What are we running and playing

#82
Back to The One Ring, using The Darkening of Mirkwood campaign, at MK RPG. The good news is that this is a continuation from the previous eight-week block; the bad news is that I've only got one player returning from that game! It must be something I said. (Though, to be fair, one of the previous players is new to RPGs has only played beer-and-pretzels D&D before, He joined the last block as an experiment with a different style of game. The One Ring's not to his taste, but kudos to him for giving it a go!)

Last block saw the PCs chase a fugitive from Beorn's justice to discover he may not have been as guilty as it first seemed, and he redeemed himself by betraying a large band of outlaws he'd fallen in with. They then rescued some Woodmen traders who'd been ambushed by orcs then rescued by wild hobbits around the Gladden Fields. Turned out the orc warleader had found the necklace chain used by Isildur to carry the One Ring, but the Ring had corrupted the very mithril of the chain. They killed the orcs, rescued the Woodmen, and ignored the problem of hobbits being in league with the orcs. They then took the necklace to the Woodland Realm, insulted Thranduil the Elvenking, but persuaded him to destroy the chain. Finally, in the Great Moot, they argued against recognising Mogdred of Tyrant's Hill as a Lord of the Woodmen.

They're currently investigating Dol Goldur and the PCs are getting their first significant taste of corruption and madness.

I've also run one session of Blades in the Dark for a table of six utter newbie roleplayers. Using the "War in Crow's Foot" situation, they allied with the Lampblacks and agreed to steal a painting owned by Klev, leader of the warring Red Sashes. To complicate things, the painting was a major item in an exhibition of Iruvian art organised by the Iruvian Consulate, and the PCs decided to steal it during the opening night. They carefully sneaked in, stealthily reconnoitred, then released a bunch of spirits to cause chaos while they just snatched the painting and escaped through a sewer.

They've asked for another session, so that's all good!
 
#83
Is this the Modiphius Star Trek Adventures version? I've been running it too, for a group with a campaign that used the living campaign as a backbone to create a new post-Nemesis story about the Federation being drawn into a war with the Romulans. I spice up the adventures a bit here and there and it's a huge success, and I've found the system to work really nicely but I know that's something a lot of people have differing opinions on.
Yes, this is the new Modiphius version. I am new to it as a GM but I have played it. As a player, I first thought it a little forgiving, but now I have had another read of the rules and thought about what Star Trek is meant to be I have come to the conclusion the game is not about whether the characters succeed or fail, but HOW they succeed or fail.

If you have any suggestions, advice or considerations please send them my way. I have another session this Saturday.
 

Cybe

Lay member
#84
Yes, this is the new Modiphius version. I am new to it as a GM but I have played it. As a player, I first thought it a little forgiving, but now I have had another read of the rules and thought about what Star Trek is meant to be I have come to the conclusion the game is not about whether the characters succeed or fail, but HOW they succeed or fail.

If you have any suggestions, advice or considerations please send them my way. I have another session this Saturday.
Without a doubt, every session should have a moral predicament. The action and drama is always best based around that predicament, but that stuff is all window dressing. As long as your sessions have that dilema, it'll feel like Star Trek.
Ones that I've included in my campaign are
- Would you be willing to sacrifice yourself to save a stranger
- Would you tell a race of androids who believe that they are biological/alive the truth
- Would you kill one stranger to preserve the Prime Directive
- Would you act to preserve life, even if the species is little more than feral space piranhas
- Would you assassinate a stranger to stop a war if asked to do so from somebody you trusted intimately
 
#85
Without a doubt, every session should have a moral predicament. The action and drama is always best based around that predicament, but that stuff is all window dressing. As long as your sessions have that dilema, it'll feel like Star Trek.
Thank you, fantastic advice. I knew the game would not hang together as a straight-up action-adventure. It seems making sure my players worked hard on their values will pay off.
 

Guvnor

The Guvnor
Staff member
#86
My lot helped deliver a great game / story in Dolmenwood last night. They headed into Lankshorn all set to just pass through and fight a dragon at Dreg, the next town along. After being ambushed by a lurker in Lankston Pool, got stoned with miss dwarfs and cat girls at the Hornstoat's Rest, offered their services to a very Jason King apothecary, they got quite dazzled by the blizzard of rumours and quest hooks.
 

Guvnor

The Guvnor
Staff member
#87
I am delighted to say they made great friends with Lord Barrathwaite, and his grandson Billy. On that reckoning they agreed to rescue his first born daughter from the clutches of evil goat-man Lord Malbleat. A mighty, somewhat Tarantino like military mission will ensue next week.
 

MartinP

Rune Priest
#88
The Pirates of Drinax has started for my Wednesday night online group. We're half way through session 0, if you see what I mean, and so far we have:
  • a peasant from Asim who was forced into an arranged marriage while at university.
  • two Vespexser nomads from the Drinax wastes, one of whom is the prophesized messiah (and graduated university with honours), and the other ran away to space to become a pirate.
  • some bloke from Tech World who flunked out of uni because he was too busy learning to use his psionic powers.
I'm interested to see what the rest of character generation brings!
 

Guvnor

The Guvnor
Staff member
#89
The Pirates of Drinax has started for my Wednesday night online group. We're half way through session 0, if you see what I mean, and so far we have:
  • a peasant from Asim who was forced into an arranged marriage while at university.
  • two Vespexser nomads from the Drinax wastes, one of whom is the prophesized messiah (and graduated university with honours), and the other ran away to space to become a pirate.
  • some bloke from Tech World who flunked out of uni because he was too busy learning to use his psionic powers.
I'm interested to see what the rest of character generation brings!
Having run some Drinax, and will do so again, I am always delighted to hear of other people's campaigns.
 

Darran

Level 7 Blingmaster
#90
So I ran the Alien RPG Cinematic Starter Kit, ‘Chariot of the Gods’ for the Derby Mongrels over the last couple of weeks. Two sessions of approximately three hours each including pizza 🍕 munching.
They liked it and seemed to enjoy themselves too.

They really liked the consumables roll for air, ammo, power, etc. That mechanic works nicely.

The stress mechanic was liked as well as it did help to ramp up the tension. They pushed plenty of rolls. Though during the second session it seemed that every time the players rolled to do something they ended up rolling a ‘1’ on their stress dice and triggering a panic roll. Trouble is that the results were either a twitchy eye or just holding it together. A bit repetitive when it happens twenty odd times during a session.

The cool thing is the players went for an Alien3 vibe and got the ‘creature’ to chase them down the ship’s corridors to be caught in a trap.
The players also played up on their secret agendas, a few sent me messages but they mostly told me what they wanted to do at the table. The other players were so caught up in what they were doing that they each missed what different things they were all doing. Each of them managed to survive at the end though, each in different locations.

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#91
I “ran” a game of 5th Ed last night. A one off for new players - two of whom know more about the game than I do - before the proper GM turns up to start a campaign next week. (I’ve signed on to a campaign to learn the game.)

I ran the same adventure as in the 1hr live Roleplay now on YouTube but at a more relaxed pace. Though only 1st level (The characters from the Phandelver pack) the characters seemed like beasts BUT the opposition (Goblinzes) are also turned up as well.

Party got over confident. Split. Experienced player (he died first) advised the newbie to take her Hobbit into the cave that the goblinzes were trying to WALL UP. (Big Red Button). (She died second - cremated). Most of the hostages died. (WHY do people think that bad guys WON’T off their captives if they threaten to and you STILL attack?). The Dwarf cleric died next.

The two fighters escaped with 1/3 of the people they were sent to rescue.

MASSIVE fun! AND I got to channel my inner Cumberbatch.
 

Guvnor

The Guvnor
Staff member
#92
Onward to the Manse Tonight the party marched though a blizzard from Lankshorn towards the Manse of Malbleat. All thoughts of Puck and Triple Sod cigarillos, of grimalkin lovers, or the Wyrm of Dreg, were put aside as they set off one Eggfast morning. Heading first on the Ditchway East they skirted North and West to throw off any spying eyes. With their new compatriot: Capitan Robert the Ribbon Pirate: the day started well.They fought and slew goatman scouting parties, and the accompanying swarms of bats, they met the Old Man of the Woods, had their fortune told, got lost in a blizzard and almost ran into Zothar the Sightless Beholder. Bivouaced through the night they awoke to a crisp Sunning day. Finding the mere that the Old Man told them of, they swam into the Catacombs and defeated a room of Vargouilles before holing up to rest.
 

Darran

Level 7 Blingmaster
#93
So the Derby Mongrels has a go at the Card Game RPG Zombie World based on a simplified version of the Apocalypse World game engine.

Everything is on the cards, the character sheets, playbooks, levels of success, character Archetypes, NPCs, relationships, locations, everything.

You pick your Archetype randomly and select your stat pattern. You also draw a past occupation card and a current trauma card.
Then you draw relationship cards with each player and also draw an NPC card to be your ally.
You then draw a location card and develop your enclave together.

Then you pick a name for your character (or not as they will die anyway) and start play.
Moves are dictated by the playbooks (this really emphasises the issue in have with Apocalypse World games) and you draw from a deck to see the level of success you get, Triumph, Edge, and Miss.

A lot of fun for a filler game but no real long term run time. The cards are actually stacked against you as there is only one ‘Triumph’ card in the deck but multiple ‘Miss’ cards. I didn’t draw a single Triumph card all game but often drew three Miss cards together. Though it is a fail forward game it gets a bit whiffy at times. It makes you avoid making any plays at times.
 
#95
Pirates of Drinax
Session 0 (part2)


The characters emerge, more-or-less fully formed:

The weird guy from Techworld, who failed to graduate from university because he was too busy learning to control his psionic powers. He may or may not be called Song Ma. He became a field researcher for a few years, then quit after having to do some research (on the effects of Marine ground assaults on planetary populations, it seems) that was against his (presumably rather flexible) moral code. He gets the pilot's chair of the Drinax Harrier, and probably has to work the communications as well.

Freek, the nomad Vespexer from Drinax, who ran away to space and lived the dangerous life of an interstellar pirate for eight years before being recruited into the King of Drinax's scheme. He too was caught up in the aforementioned ground assault, using it as cover for a daring raid. He's the astrogator and gunner.

Marcus Pinkerton, the other nomadic Vespexer who is in fact the foretold messiah, went to medical school and became a doctor before joining the Marines. He was busy trying to keep alive the Marines attacking a fortress during the assault that links them all. He is (as unlikely as it sounds) the ship's engineer, and of course medic.

Joshua Peray, the peasant from Asim who was forced into an arranged marriage while at university, went on to serve in the Marines for twelve years (I wonder what happened to the spouse?). As a star marine, it might have been his forced participation in the ground assault that lead him to quit. In any event, he managed to get TAS membership out of the deal. He is the captain of the Drinax Harrier (for lack of more suitable candidates).

Session 0.5, the teaser...

Our 'heroes' are summoned by Princess Rao, and informed of a wonderful 'opportunity' to advance the cause of Drinax in the local area. All they have to do it track down and capture/kill a bunch of pirates that raided the worlds of Clarke and Torpol, and they get 2.5 MCr bounty and the good will of the local systems. The crew agree to carry out this simple task...

...however, on reflection, they realise that they are short a few credits for the operating costs of the Harrier (a whip-round netted a total of 5 KCr cash against monthly maintenance of 8 KCr), so start to think about ways to generate cash on their travels. After an initial offer of 'Here's a grand, who wants to go gambling?' was rejected, the option of passengers and cargo is under consideration. Slightly hampered by the lack of stewarding skills...

***

I have no idea where the campaign will go from here, although I suspect it will not be a heavily military bent.

I'm a little frustrated by the layout and formatting of the adventure book. One of the key pieces of information that the characters should have (and are assumed to have) at the start of the first adventure is only actually stated on the last page. Not all that helpful for me with my limited prep time. And despite the core book being the only one listed as 'strictly necessary', I guess a copy of High Guard might explain what that holographic hull on the Harrier actually does...
 
#96
As Ben has taken over running 13th Age for a bit (and is doing a better job than me), I was persuaded to run Numenera again for the Hell's Own Gamers. First session went well; write-up to follow.
Chariots of the Gods has stalled atm as I'm finding it difficult to handle all the hidden movement involved. I'm trying to put together something like the boardgame 'Fury of Dracula' to handle it.
We've also got SQ:UK tabled for nights when some players can't make it.
 
#97
Hey Folks!

Joined ages ago but this is my first post!

I am currently involved in a few games all of which are mostly ongoing!

Just finished in Neil Smiths "Darkening of Mirkwood" at the Milton Keynes club - was great fun and not the kind of system id usually play but was really fun!

Im running a Roll20 Curse of Strahd game with some online friends - this I am very much enjoying, its such a great campaign and I see some folks are about to start it here! Thats cool! I totally reccommend you check out the additions by MandyMod/DragnaCarta on reddit, they are absolute gold!

Also running a Masks game on Roll20, which is somewhaty sporadic but definitely good fun, im still getting to grips with the system but its a great one - I am a big PbtA fan!

Also a roll20 Ghosts of Saltmarsh campaign I sort of drifted into with some friends from germany, its a nice scenario, but im not as into it as Strahd.

Playing a 5e War of the Burning Sky Face to face game as well - this is good fun seeing things from a players perspective, Ive mainly ran 5e not played it. Enjoying the game so far.

Upcoming games include running Zombie World game at Furnace, and maybe a 2 session Rapscallions game at the local club - a recently ashcanned release from Magpie games of Pirate adventure using PbtA - looks great fun!
 
#98
I’ve just started PLAYING in a 5th Ed campaign. Set on a lovingly detailed home brew world.

Basically 6 Discworlds sitting on a spindle. 400 years ago suddenly thousands of people from myriad worlds (tech and magic) suddenly appeared. Settled out (through a complex background history I haven’t bothered to read) with tech types on the lower three “stacks” and fantasy on the upper three. My favourite bit is the top stack types chose to chop off the top of the spindle securing the world and grind it down. They’re now disgustingly rich.

We’ve started off at 5th level. We could play any race and class from any 5th Ed Book.

I’m playing a human Cleric.

I’ll blog about the campaign but it may be sketchy because I have to keep asking the ref to spell out names of places and people.
 
#99
I'm currently running several games. Two GURPS adventures, one set during the English Civil War and an Empires Rising one. I've also recently started an Empires Rising game using Fate Accelerated (FAE) for a different group, and I'm prepping another FAE that I plan to run online.
 

Guvnor

The Guvnor
Staff member
Our long running Symbaroum campaign run by @Vodkashok, with @AndrewW and DuncanR and sometimes Nige, reached the end of WitchHammer, book 2 of the main campaign arc.

It's dark rich soil that the Davokar grows in and the same with this game. Scary, threatful, and as in keeping with our Thursday night group, with ambiguity and shades of grey between the factions. I think we are a little more moral than in the ASOIF game, we shall have to go mad before we go bad.... (Don't mention the Templars)

Oh.. it's also moving to the sunny uplands of Wednesday for book three, so it'll be all bunnies and butterflies in Yndaros.. I am sure..

Thanks @Vodkashok
 
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