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Session Design Diary - 10A
Last session turned in to an exposition-heavy and role-play focused session, not a single combat encounter, other than 2 rounds of intraparty conflict resolution when the new PCs and the old PCs did not trust each other upon meeting...
But that session did not go without casualties...
Again, I preface all this by saying that I use the word "damage" in jest, but it is a close enough for the purpose of explaining.
You see, the PCs have drastically changed the direction of the campaign - they involved the king who has, in his own opinion, better resources and command to lead and handle the "meta plot situation," thus, he wants to take control of it.
On one hand, i don't mind at all - it is a natural evolution of the story.
On the other hand, it puts me in a difficult position in how to make it interesting and keep it PC-focused when they have now involved better equipped persons... it is much trickier this way. While I do have a vague idea on how to do it (I can't say it now in case my players are reading), that idea feels weak. I only hope that between now and the next session (a couple weeks away) I'll be able to figure how to better flesh it out in to a more solid plot center.
But that session did not go without casualties...
I say this in jest, but the greatest damage was done to the campaign story!And now, my greatest challenge in planning next session is how to help the story recover from its damage.
Again, I preface all this by saying that I use the word "damage" in jest, but it is a close enough for the purpose of explaining.
You see, the PCs have drastically changed the direction of the campaign - they involved the king who has, in his own opinion, better resources and command to lead and handle the "meta plot situation," thus, he wants to take control of it.
On one hand, i don't mind at all - it is a natural evolution of the story.
On the other hand, it puts me in a difficult position in how to make it interesting and keep it PC-focused when they have now involved better equipped persons... it is much trickier this way. While I do have a vague idea on how to do it (I can't say it now in case my players are reading), that idea feels weak. I only hope that between now and the next session (a couple weeks away) I'll be able to figure how to better flesh it out in to a more solid plot center.
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