I was running an post-atomic holocaust game called Gamma World (2nd Ed as of its printing and acquisition) back in high school. It was going ok for a bit while I was churning out my own creations. Though the campaign was slipping fast as a greased pig in terms of attention that I had to think of something to jump-start the floundering campaign of sorts.
This link will provide the inside track as to what revitalized the campaign though on a radical vector away from its parent setting.
That particular departure later became the Twilight Empires as my friend, former gamer and fellow creator Vincent is now developing as a publishing project. I offered the suggestion of creating a sidestory project set in that universe.
That particular left turn spawned a small number of left turns as to the GM experience is concerned during its span in high school. I'll elaborate more next time as more of those epiphanies or enlightening moment in my gaming career.
Welcome to the Quagmire. Actually more of a squat little bunker on an island in the middle of a quagmire. Its a well-stocked bunker with amenities and creature comforts as well as a fully stocked and equipped library, machine shop and armory. Take a look around and relax.
Tuesday, August 30, 2005
Disposable Campaign
Once upon a time, the guys and I wanted to play RPG. But I was saddled with the concern that if we get the campaign off the ground I would be left hanging again later due to poor attendances (this from the people who requested me to GM!?) I was hesitant because every time I get to GM, I usually do an extensive preparation and research before I consult the players of what characters they want; of course the type of game has already been agreed upon. My friend Marc posed the challenge to keep everything simple and be able to throw it away at a moments notice, just in case people don't attend regularly or not attend at all.
So how do you do it? The concept was simple really, get concepts or ideas that you are already very familiar with - enough for you to generate the adventure - and run from there. Prep time is shorter to almost none compared to starting one from scratch. Anyway that's it for now, I've hit empty. I hope to be able to post more after I'm done with work.
So how do you do it? The concept was simple really, get concepts or ideas that you are already very familiar with - enough for you to generate the adventure - and run from there. Prep time is shorter to almost none compared to starting one from scratch. Anyway that's it for now, I've hit empty. I hope to be able to post more after I'm done with work.
Tuesday, August 23, 2005
Why The Left Turn??!!!!
For those who stumbled onto this blog, let me explain the story and genesis of this blog.
It is a collaborative project borne from the piqued interest of my high school friend after I showed him a blog which happens to be like a RPG campaign developer's diary. That item was set the wheels in motion for me to create a similiar endeavor and for this one since my friend wants to take a shot at this.
As to the left turn, it was actually a reference from the metaphor discussed in a gaming article I read from rpg.net. The left turn that was discussed refers to a radical element or diversion to a pre-existing campaign structure or flow to keep the interest in the campaign going. It can either be inspired genius or just downright coincidental.
I recall a radical left turn in my campaign which was set in a post-apocalyptic radiation filled wasteland and that left turn catapulted the campaign into creative overdrive into a science fantastic space opera setting. It was one of the left turns I have looked back upon from time to time. There were other left turns I encountered as a GM and a player.
My gaming career has its share of left turns in the roles of GM and player. Some of these left turns can be so moving in terms of the result of the experience itself or the result created from it.
I intend to go through another set of left turns as I endeavor to the campaign I'm going to helm after being away from the GM and player's chair.
The status of that particular campaign would discussed in another upcoming blog, coming to a browser near you soon. ;)
It is a collaborative project borne from the piqued interest of my high school friend after I showed him a blog which happens to be like a RPG campaign developer's diary. That item was set the wheels in motion for me to create a similiar endeavor and for this one since my friend wants to take a shot at this.
As to the left turn, it was actually a reference from the metaphor discussed in a gaming article I read from rpg.net. The left turn that was discussed refers to a radical element or diversion to a pre-existing campaign structure or flow to keep the interest in the campaign going. It can either be inspired genius or just downright coincidental.
I recall a radical left turn in my campaign which was set in a post-apocalyptic radiation filled wasteland and that left turn catapulted the campaign into creative overdrive into a science fantastic space opera setting. It was one of the left turns I have looked back upon from time to time. There were other left turns I encountered as a GM and a player.
My gaming career has its share of left turns in the roles of GM and player. Some of these left turns can be so moving in terms of the result of the experience itself or the result created from it.
I intend to go through another set of left turns as I endeavor to the campaign I'm going to helm after being away from the GM and player's chair.
The status of that particular campaign would discussed in another upcoming blog, coming to a browser near you soon. ;)
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