Some more thoughts about my Role-Playing Game campaigns,
or maybe musings that
I've written about before. First off, the little signs that indicate
that I'm
running an interesting campaign. Sure, most of the players say they
like the
game, but they'd say that anyway. I don't take criticism well and they
probably know it, so they wouldn't say bad things about my game if they
had
that opinion.
Anyway, little things. In the two campaigns I've run (I don't count
various
one-shot adventures for other campaigns or campaigns that didn't last
more
than a couple of weeks), no character has ever died. Nobody has ever
made this
observation to me, so even if they've noticed it they haven't deemed it
a
negative. It's unlikely characters will die in any campaign I run.
Well, that
may be overstating it. But I can say that the next campaign, which will
be a
superhero game, will also not have any character deaths. There's always
a
chance that a random shot or character stupidity gets someone killed,
but I
fudge the rolls even more nowadays than when I ran BattleTech so it is
highly
unlikely to happen.
Next observation is Donald. He who is notorious for getting bored with
a
character and starting another one at the drop of a hat. In BattleTech
he
did create one other character. In Star Trek he has not yet, nor has he
given
that indication, which he did in BattleTech and I convinced him not to
for
a couple of months. And in Star Trek he had a good reason once he got
it clear
that psionic powers are just never going to be all that effective in my
campaign. But he's kept with his character, so I'm happy. I want people
to
take a character and run them through the whole campaign -- really
develop
them.
Another indication, although this is much less certain, is that Chris
shows
up for my campaign, at least occassionally. The last couple of years
Chris has
gotten involved in other games on Saturday (and Friday) so he doesn't
show up
much. It's a testament to my campaign that he does try to show up once
in a
while. At times, two or three sessions in a row, at other times not at
all.
And I'm just counting weeks when he can show up, which is every other
week.
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I must say that I do love running a game. It gives me a
chance to run all the
genres that I've wanted to play in for years. I get to play God, and a
God
that is arbitrary and capricious to boot. So many things are "this
happens" or
"that happens" or "this works" and it doesn't matter what people roll,
as long
as they don't obviously blow it. I adjust target numbers to the
character
making the attempt. I rarely let players truly short-circuit an
episode. I
like changing the rules. I try to keep things dramatically appropriate.
That's
part of the charm of my campaigns.
One thing I expected from my players was more resistance to my style. I
don't
think I could play in my campaigns. I purposely made my style to be
different
than Eric and Shannon. My campaigns are different in tone and
conventions than
other campaigns we've had. If a player doesn't show up, his character
doesn't
show up. Experience based on player participation even if there's no
game.
Keeping track of the characters for the players. I'm really surprised
that
Pickering and Shannon haven't stomped off in disgust.
Mission-based campaign, another difference. Every session the party has
some
goal to accomplish, and in Star Trek that tends to be an assigned goal.
It's
not a "the party can do whatever they want" sort of campaign that you
see
especially in fantasy games. I like dictating the overall plot. It
gives me
more control and a better ability to sequence episodes dramatically,
not that
I do that, but the option is there. It's just another way to
differentiate my
campaign from the classics that we've had before. I can't do a better
open-
ended campaign than Eric, or a better character-based campaign than
Shannon.
Whether or not I run my campaign well, at least it is my campaign, and
my
defined style.
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