- Joined
- Oct 20, 2014
recently i've been listening to this:
which in turn was inspired by this:
http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/
As many of us struggle to commit regularly i thought a pickup game with a rotating cast in the hours before movie night on a friday might be fun.
If we keep it to no more than four players per session and rotate at the end of each adventure it would be a great chance for people to play some relaxed tabletop RP. the fact that the world is not levelled with the players should create an environment both challenging to vets and formatted so as to be simple enough for new players to also enjoy.
The rules would be fairly simple- characters start at lvl 1 based at a hub frontier town and pick up quests to explore the wilderness west. They can spend their winnings upgrading the town or colonising. the further from town one gets the more dangerous the dungeons. to get to a dungeon parties must hexcrawl which will use tables deliberately unlevelled for challenge.
we will import the advantage system from 5e as implemented in the above series to encourage RP and backstory while not bogging down the hexcrawl. basically while i set up an encounter players will have the oppurtunity to flesh out each others backstories for a single re roll each.
The first week would not be this friday as I have work- but if people are interested we could run a trial a week today?
anyone interested?
which in turn was inspired by this:
http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/
West Marches was a game I ran for a little over two years. It was designed to be pretty much the diametric opposite of the normal weekly game:
1) There was no regular time: every session was scheduled by the players on the fly.
2) There was no regular party: each game had different players drawn from a pool of around 10-14 people.
3) There was no regular plot: The players decided where to go and what to do. It was a sandbox game in the sense that’s now used to describe video games like Grand Theft Auto, minus the missions. There was no mysterious old man sending them on quests. No overarching plot, just an overarching environment.
My motivation in setting things up this way was to overcome player apathy and mindless “plot following” by putting the players in charge of both scheduling and what they did in-game.
A secondary goal was to make the schedule adapt to the complex lives of adults. Ad hoc scheduling and a flexible roster meant (ideally) people got to play when they could but didn’t hold up the game for everyone else if they couldn’t. If you can play once a week, that’s fine. If you can only play once a month, that’s fine too.
Letting the players decide where to go was also intended to nip DM procrastination (aka my procrastination) in the bud. Normally a DM just puts off running a game until he’s 100% ready (which is sometimes never), but with this arrangement if some players wanted to raid the Sunken Fort this weekend I had to hurry up and finish it. It was gaming on-demand, so the players created deadlines for me.
As many of us struggle to commit regularly i thought a pickup game with a rotating cast in the hours before movie night on a friday might be fun.
If we keep it to no more than four players per session and rotate at the end of each adventure it would be a great chance for people to play some relaxed tabletop RP. the fact that the world is not levelled with the players should create an environment both challenging to vets and formatted so as to be simple enough for new players to also enjoy.
The rules would be fairly simple- characters start at lvl 1 based at a hub frontier town and pick up quests to explore the wilderness west. They can spend their winnings upgrading the town or colonising. the further from town one gets the more dangerous the dungeons. to get to a dungeon parties must hexcrawl which will use tables deliberately unlevelled for challenge.
we will import the advantage system from 5e as implemented in the above series to encourage RP and backstory while not bogging down the hexcrawl. basically while i set up an encounter players will have the oppurtunity to flesh out each others backstories for a single re roll each.
The first week would not be this friday as I have work- but if people are interested we could run a trial a week today?
anyone interested?