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So I ran a 5-1/2 hour adventure yesterday. Based on a DC Heroes module and the heroes accomplished both goals in the adventure, which I wasn't too sure they were going to do. Fulton killed one of the villains, accidentally of course. He was quite surprised, though other people noted that I have been both telling people that knockback can kill people and I was giving hints in that very adventure that knockback could hurt someone into negative BODY.

Maybe I was a bit harsh but he needed a slap of reality. His character was getting out of control, just firing full blast at everyone. Definitely depending on the rules to make sure that people didn't die. And I don't particularly like that, though it's only now that I think about it that it occurs to me that he was being kind of annoying. Don't play the rules, play the universe. That's always been something I want the players to do. And that's one reason I come off as being quite arbitrary and capricious.
I guess my main goal in running a campaign is to get a certain feel. BattleTech, LUGTrek, DC Heroes -- in all three campaigns I know deep down inside what I want the universe to be like, what tone I want, what mood. It's based on extensive reading of novels (BattleTech), watching television and reading novels (LUGTrek), and reading comic books (DC Heroes). I know what I want and somewhat subconsciously that's the feel that I try to enforce, mostly via the rules.

The problem is that I have a hard time conveying what I want to my players. Part of the problem is that I don't really know what I want. As I wrote, it's buried deep in my subconscious. If I try to describe it I'll forget lots of things. What it comes down to is that when we're playing, I can spot the elements that I don't like and I'll try to fix those elements. I can't define pornography but I know when I see it…
Copyright (c) 2003 Kevin C. Wong
Page Created: December 19, 2003 Page Last Updated: December 19, 2003