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The second set of lessons is more about campaign design. I learned that much as I like the idea of the players exploring a strange new world, I chafe at not having NPCs around to give me a voice (however subordinate) in discussions. That’s something I can work on both as a GM and as something to consider if I run a similar campaign in the future.

 

Running parallel to that, I think that next go around I need to have a stronger relationship web between the characters. If the characters are going to be the whole of the civilized world – as they were in New Dawn – they need stronger reasons to be connected and to be in moderate conflict. Since I don’t have NPCs to offer moral/social conflicts or subplots the player characters have to provide those for themselves.

 

To do, rather than have the PCs essentially be strangers at the start of play (which was a planning failure on my part) each PC would have relations with at least 2 other PCs – someone who is a friend or they have worked with and someone who they have a mildly negative relationship (perhaps one PC witnessed another fail at something, or there’s a family rivalry, or a philosophical rivalry, or they share a dark secret). This makes sure everyone has some allies and some potential conflict points that can be explored in play. This should tie everyone together a little more, giving the players more things to talk about in character, and things that might clarify their worldview for dealing with issues.

 

We had this in only one area in New Dawn: Razor and Silver were brother and sister, with some mutual over protectiveness and affection. This played a little bit for Voi’s ogling or Silver, but I think it would have worked much better if we had intimated to those relationships in advance, and extended the web a little bit.

 

Have other people worked with this in other games? How close is this to the R-Map process that Vincent Baker discusses on Forge? Is there somewhere I should go to look for more discussion of these issues?

 

And amongst the players in New Dawn, does this make sense to you? Do you think it would have helped?
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OK, now that everyone is up to speed with what happened in the game, I wanted to briefly discuss some things I’m taking away from it in the future.

 

First, I think I clearly need to establish a strong sense of “Table Rules” for the game group – something that I have been able to avoid until now. Avoid is really the wrong term, because it makes it sound like establishing clear table rules is a bad thing.

 

 

Table Rules )
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In which our problems come to an end.
Session 6 )
subplotkudzu: The words Subplot Kudzu Games, in green with kudzu vines growing on it (Default)
In which our troubles multiply.

Session 5 )
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The shout out to A&E session

Session 4 )
subplotkudzu: The words Subplot Kudzu Games, in green with kudzu vines growing on it (Default)
In which our problems begin.

Session 3 )
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Here's the second session of the game. Lots of fun exploration and ecological mysteries.

Session Two )
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These are well after the fact, but I did eventually want to post them here. Once they're all up I'll be making some public musings on how I might have improved the campaign.

Session 1 )
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Session one ended with our heroes experiencing the breeze, stars and the dawn for the first time. Session two included:

More exploration behind the cut )
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I'll likely be doing more formal write ups for A&E and to e-mail to the players, but I wanted to touch on a few things with my LJ readers.

My goal for the campaign is to present the players with a series of encounters which are puzzling but consistent, and can usually be approached either through combat or thought & experiment. Some will be purely one or the other, but most in most cases the players actions and reactions will determine which path things take. Since it is, so far, just the 6 PCs in a world otherwise empty of name-giving (i.e., intelligent) races, I don't have any NPCs on the scene to voice an opnion (or, alas, force more characterization and role playing, but they're doing pretty well with that and everyone is laughing a lot, so it's all good). In many ways this is the most purely simulationist game I've ever attempted. I expect a narrative to form soon enough, but for now it's just "we poke the world like this, what does it do?"

My task here is complicated because one of the players, [livejournal.com profile] ashacat , actually has her masters in biology and two others (at least) have much more wilderness experience than I do. I am gratified that so far they have found no sweeping cause for complaint, and Ashacat actually complimented my presentation of a diverse ecoweb. My task is aided because the EarthDawn setting is, in many ways, pretty scientific. Yes, there's magic, but the magic is predictable and rational: I can introduce the fact that griffins' wings are infused with elemental air that lets a 300 lb creature take flight and the players can accept that as being logically true, and then question how the muscle structure of a hexipedal creature would operate and what parts of the beast would make for the best eating. This is a huge boon when the players - [livejournal.com profile] taichigeek  in particular - are approaching the game with a 21st century scientific mindset. They find a poisonous snake or plant and his archer (skilled in survival,. hunting and herbalism) wants to find a small animal on which to test the toxin to learn its effects and if he can convert it to some rational use. In some fantasy settings I'd slap this sort of thing down for being out of synch with the genre, but for this sort of game it fits right in.

I'll put up some key moments from the game later, but I wanted to get that thought out there.


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Brian Rogers

March 2025

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