Lately, I told you how the party of the Brown Lands decided to split up and handle various tasks at once. Bruni and Eradom were waiting by the fords on Anduin to guide Rohirrim soldiers. At the same time, the Rook and Ingolf were about to scout ahead and gather more information about the bandits’ camp in the Raven Gully. To everyone, it was clear that the campaign’s conclusion was drawing close. The proximity of the finale raised the tension tangibly, but I see it could be disrupted if not played right. Have you ever felt that all was going great for your game, but suddenly, the mood was gone? Everyone at the table was invested in the game, immersed in their characters until abruptly, they felt disconnected? A scene everybody was edging to play out passed by without almost any impression or impact? I indeed felt that a handful of times. And I think reflecting on this particular case may help me (and hopefully, you too) handle such situations better in the future. So let’s see what happened just before the final chapter of the Ghosts of the Noman-lands. Especially since I’d love to find out why and how I, unconsciously, handled building up the tension right up to the final session.
It's great having you here! I'm Andrzej and it's my place for sharing the hobby of tabletop RPG games, mainly from the GM perspective. If you are new to them and think about starting as a Game Master, you'll find plenty of my first-hand learning experience and hopefully some useful tips here. And if you're interested in some inspirations or session reports for your games, there's that too.
This may not sound like an obvious connection, but it is for me. And I’m curious if you’ll see it so after reading the story of the following two sessions of my Forbidden Lands campaign – which the PCs spent mainly on healing their wounds and crafting to earn a living. It was also a very nice breather before what turned out to be the action-packed final chapter of our game.
I really did love the original Ravnica set for Magic: the Gathering. I wasn’t really connected to any fandom beyond my friends back then but it seems like the setting was a huge fans’ favorite all over the world. When I think about it, the urban fantasy theme is rarely explored in fantasy. Which might add to the setting’s success. At the same time, Ravnica’s notion of rivaling factions emphasizes the urban (i.e., civilized) aspect of the world. It helps to picture the plane as an actual, inhabited place. Yet, I had a problem with this evocative setting. I wanted to run an RPG campaign in Ravnica almost from the moment I unpacked my first MTG booster. But how to include all that brilliant flavor in the game while retaining the urban nature of the game? This post (and its continuation, as it grew while I wrote it) will cover mostly the various issues that I found keeping me from running the Ravnica campaign. I’ll leave them without an answer… for now. But they eventually sparked my imagination so maybe they will spark yours too?
This week’s post is different. I’m writing just a few lines and then pass the floor to three RPG writers, authors of my some favourite modules. I’ve asked them for advice on homebrewing an RPG adventure or scenario. What are the key points in homebrewing a good RPG adventure? How to proceed from an initial seed-like theme or scene to a core of a scenario? So, let’s go straight to the point and see what they think on the matter!
When the party left Medusled with the promise of Eastfold’s help, they were lifted up. They thought that they were all alone in a forgotten corner of the Middle-earth for a long time. And, in fact, they were. But after a long journey and an uncertain council at the hall of the Riddermark king, they found, at last, a powerful ally. But at the same time, they knew that a lot was going to happen in a very short time from now on. While they were on their way to the Brown Lands, they agreed on splitting up the party – an idea that often seems like a perfect solution at many RPG tables but is nevertheless somewhat problematic to handle.
This new campaign really got my creativity running. I pulled off prepping the tables for this setting in two days, and we were ready to play. Since we’re far from the experts in Britain’s history, the players warmly greeted the possibility of randomly generating their characters. In our session zero, they decided only broadly what their characters’ professions would be, and that was all. Next week, we’ve met to generate characters and establish some basic lore. I introduced them to the rules (Forbidden Lands hack), and the fun began. I wrote some time ago about why I love random generation of player characters in RPG, and it worked even better in the case of Sub-Roman Britain. We had a lot of fun this time. Today, I’m going to only briefly introduce you to the ones who will brave the precarious ex-province of Britannia.