kcw | star trek: the next generation campaign
<< Previous Page | Next Page >>
It was unfortunate that Donald got there late. He didn't quite follow what was going on so he got bored and faded off a bit during the game. Having only two effective players in an adventure designed for five or six really cut down on the encounters and excitement. Oh well, such things happen.

In the meantime the characters travelled to an Orion world, where they posed as traders looking for the Romulan. Now, this is a forty page adventure with lots of encounters and clues spread liberally around. But with only 2-1/2 players they limited themselves too much and didn't ask many questions. They didn't think of a couple of avenues to investigate and generally got themselves into a bit of a dead end. Even with some more prodding they got into this track and wouldn't get off of it.

At this point I could change the adventure a bit and let what they were doing work, sort of what I did in the last episode but it didn't work then very well. Also after four-plus hours of running (and declining my suggestions of a dinner break so I could think) I wasn't in the mood to be flexible. So I sort of steamrolled the plot along with the bad guys and ally of convenience taking the initiative to move the plot along.

After another hour we arrived at the climax. The bad guy and his two henchmen had Serin and Gonar unarmed. Serin had a brilliant plan to play off of the bad guy's madness but for some reason I didn't let him away with it (I really should have) and they were rescued by their Vulcan ally and Krystal (which is how it was sort of supposed to end up).
Lessons learned (though that doesn't mean I'll do any better next time): don't run a six hour adventure in one try. Make sure there's a break to rest, or several smaller breaks. The ST:TOS RPG suggests a break between each of the three acts of an episode, which is not a bad idea. I don't really have the temperament or stamina to run more than 2-3 hours effectively.

Gee did I learn anything else? Like stop tailoring episodes to people who aren't going to end up playing? Like find out if people are going to leave early or arrive late so that I can set up the times correctly and plan the episode accordingly? I think not.
Copyright (c) 2000 Kevin C. Wong
Page Created: January 20, 2004
Page Last Updated: January 20, 2004