My ENWorld Campain Is Over

Deuce Traveler

Adventurer
I've been running a campaign here on ENWorld called Last Stand of the Dorinthians whose details are in my signature. I have run it from May 10th, 2006 until today (October 16th, 2008). That's more than two years and I want to send a thank you to my players: Fenris, GlassEye, Kobold Stew, Ferrix, Land Outcast, Question, D20Dazza, Ilium, hafrogman, Nephtys, Blarkon Dragonslayer, Bloodweaver1, and Leinart. At the peak we had eight players all going, and towards the end we dropped down to four and then two. It's rare that a PbP campaign runs its course and finishes instead of just petering out. A special thanks to Fenris, GlassEye, Nephtys, and Bloodweaver1 for hanging in there the longest!

I enjoyed this experience very much.
 

log in or register to remove this ad

Congratulations and / or condolences.

What would you say were the highlights of the campaign? Do you have any suggestions to others that might be interested in running a PbP on what they should / shouldn't do to run a successful game?
 

Congratulations and / or condolences.
I think that it is both. As one of the longest serving players, I hate to see the game end. It was such a fun game. But it is equally satisfying to see it actually end and not just die out.

What would you say were the highlights of the campaign? Do you have any suggestions to others that might be interested in running a PbP on what they should / shouldn't do to run a successful game?


I think the most important one is to have an ending! And to reach it. A PbP is a different beast, every DM has to find what works for them. DT took care of all the rolling behind the scenes and combat was essentialy descriptive on our part. I liked that as we weren't focued on how many bonuses we would get, we just said what we would do, and didn't worry about modifiers.

A second thing is good players, we had many great players and they came and went for a variety of reasons, but DT just rolled with it and we kept going. But that initial screen for players can help you find those players who are the best fit for your game and playing style.

Highlights: Wow, too many too list. I;ll have to use my own list here. There was one were my character burst into a burning room to save a friend, leaping out of the flames at the end and getting burned. One of the other players made a great comment about how that was what made a man a noble, not his blood (my character was a noble so it had great meaning).

I cheesed off DT once when I guessed one of his many curveballs he would throw at us. Remember the Radnal estate DT? That was the ONLY surprise we ruined though let me tell you.

Oh there were so many, DT ran such a great game that I can't begin to name all the cool stuff we did. I think DT summed it up for us: "They had faced down kobolds, goblins, a mad gnome, trolls, orcs, the Faerie Court, undead both new and ancient, the Lord of the Mountain, an ogre magi, gargoyles, elementals, gods made mortal and more." Don;t forget negotiated with an emporer, the dryads, the skum, the damned HYDRA (I really thought Dartis would be dead at that one) and so many others. And we only went from 1st to what 5th level? SO much fun. Thanks again DT.

Michael, it is a worthwhile read to go back and read this game from the begining.
 


What would you say were the highlights of the campaign? Do you have any suggestions to others that might be interested in running a PbP on what they should / shouldn't do to run a successful game?

There were several highlights over our two years of play. My own character began as an alternate (he collected firewood in camp for the other characters while they adventured) but I still was allowed to interact with the pc's when they came back to camp. I thought it was a great way to keep alternates involved. Unfortunately, those posts were lost in the Great ENWorld Crash of '06. My wizard was a bit of a hothead sometimes and tended to rush in with quarterstaff flailing and once bull-rushed a golem into a pit of burning rubble. Fenris' character was a well-spoken warrior of noble blood. The friendship that developed between the two was pretty incredible, I think.

I could probably spend hours typing up the things I considered highlights but when it comes down to it, what matters most to me are the players and the DM. Deuce crafted a wonderful story with lots of unexpected twists that continually surprised me. And he used 'typical' fantasy elements in new ways that I really enjoyed. The wrap up included all the characters, even those who dropped out before I began playing, and was a pleasure to read. The story coupled with the roleplaying opportunities between characters/npc's made the game for me. So, thanks to Deuce and Fenris for making this a great game.
 

Wow, over two years! With that much time, there's a better than average chance that you might have actually finished your first combat! ;)

Seriously, though, congratulations. Nice to hear about a successful PbP. I've never even had a face-to-face game last that long. :/
 

Thanks guys!

Michael, I would give these tips:

1.) A lot of people drop out during the course of a game, so have alternates and have them be involved even slightly. In our campaign there was a camp following the adventurers giving them support for the first half. This meant that when players dropped out their characters had a logical place to go and that the alternates could easily volunteer to help the beleaguered party out. During the second half of the campaign we had so many plotlines going on that it was easy to have someone pick a suitable way to leave or enter the campaign. Ask often for alternates if people begin to lag in their posting.

2.) As a DM you must post often and regularly, even if only one of your PCs have responded. Otherwise the game will peter out. The DM is responsible for maintaining the game's energy, more so even then the players. Still, sometimes your game will peter out anyway as two or three people will dominate a game and the others will for some reason post less and less frequently. For example I ran two teams of six for a Ptolus campaign. During the course of this I found that two or three folks on both teams posted regularly while the others only posted during combat. After four dropped out I merged the groups together and had them meet. Again, only two or three dominated while the others posted less often and eventually dropped out. At that point the characters were so integral to the plot I had to drop the game entirely, which was another lesson learned.

3.) Allow your characters to be in some control of the plot. They are the heroes, so make them be able to greatly affect their world. Last Stand of the Dorinthians was set-up with a destroyed nation where the leadership was greatly eliminated so that first level characters were suddenly considered strong and important. Because the NPCs often looked for them for protection and leadership, the PCs' decisions affected the fate and attitude of the survivors they protected. Also, with the vacuum created I planned that each character could rise to about 5th+ level and become arch-mage, general, king, and so on if they so desired in the end. I also took some liberties that I learned from playing OD&D back in the day and gave them whatever powers I felt like to create a sense of mystery connected with the overall campaign. Gnomes with elemental earth powers, noble horsemen suddenly possessed with the spirit of a god, a cleric whose eyes were taken from him but who then began to see like 'Daredevil' from the comic books and had visions of the present and future, etc...

4.) Have a plan that is flexible. I had an overall plot, but did not railroad the characters. I let them run it however they wanted, and many ideas I created on the fly to get the characters get back on track. This allowed both myself and my players to use our creativity and design more details of the world. My players would come up with long and descriptive posts and sometimes tell me what happened. They never abused it and so I never needed to reign this in.

---

Favorite moments? There are so many, but I'll throw out a few off the top of my head.

1.) When Rix the kobold rogue led his companions into an abandoned town the refugees wanted to claim, but found a colony of kobolds had overrun it. Instead of fighting, the party made an agreement to find the kobolds a new home. This set the tone of using negotiation to solve problems rather than combat. We still had plenty of combat, but I often gave the players an option out of fighting after this.

2.) The time that the characters snuck into a different kobold and mad gnome lair and were tricked from opening a coffin full of treasure by a simple magic mouth spell. :) Then the giant spiders started falling onto them.

3.) The large posts and dialogue as the mad gnome used the enhanced powers of a crystal to cause illusions to try and drive the party away. The party pushed on and had to confront his guardian, a flesh golem. The party mage of all people rammed the golem and rolled great for his charge, slamming both himself and the golem over the edge of a pit full of flame. The mage caught the edge and made it out. The golem did not.

4.) My adjusted skulks. In the book they are too much like lizardmen and are a bit boring, but they have sooo much potential. So I added that they could climb walls, spit acid, and camouflage with the rocks around them.

5.) The ogre-mage battle. I gave the party some help by a swarm of birds and took away the ogre-mage's ability to cast cone of cold. I still almost killed the party off and we had some great dialogue between the sides. I never did introduce his other brothers and father... This battle led to the party finding out about the Locusi, an ancient human civilization that treated other lands like locusts treat crops. The party mage was shocked and disgusted to find that the bronze locusts inside the Locusi temple were actually alive and frozen from magic. The party left quickly, but missed the dungeon underneath.

6.) The orc invasion and the way the players handled rallying the soldiers and defending their town. It got pretty chaotic as the party would become separated and lead bands through the streets of their town. They did pretty well.

7.) The party reaction to freeing the Lord of the Mountain and setting him against the orc nations. They found out the Lord was a tarrasque only after they freed him.

8.) When the party went to march againt the Imperials, only to find that the elves sent them on a wild goose chase as the Imperials were being killed off by a magically disease. And because the Imperials were human, the characters caught the magical disease also. The elves did not predict the rise of the believers of Festios, however, and the characters had to run through the dead city hounded by Festios zombies.

9.) The ending. I love how Dartis realized that one of his previous actions meant that The Rider manifested and saved the Dorinthians during their darkest hour as prophesized. The characters found a way to peacefully end the war with the elves and bring the cure to humanity. It was fun thinking of the personalities of each character and taking two hours to write "What happened after."
 

This:
4.) Have a plan that is flexible. I had an overall plot, but did not railroad the characters. I let them run it however they wanted, and many ideas I created on the fly to get the characters get back on track. This allowed both myself and my players to use our creativity and design more details of the world. My players would come up with long and descriptive posts and sometimes tell me what happened. They never abused it and so I never needed to reign this in.

Was a big part of why DT had such an awesome campaign.

And Glasseye. I LOVED that Silas would choose to charge in with this staff swinging away (rathe than spells) as the fighter stood back and tried to talk. :lol:

I think the fact that we had these characters who didn't fit the standard assumptions helped too. The Fighter prefered to negotiate, the Wizard prefered melee combat, the Half-orc was the gentle nature soul. Then there was Rix and Barok :erm: They gave Dartis such fits all game.


DT said:
7.) The party reaction to freeing the Lord of the Mountain and setting him against the orc nations. They found out the Lord was a tarrasque only after they freed him.
This scared the heck out of me.

DT said:
9.) The ending. I love how Dartis realized that one of his previous actions meant that The Rider manifested and saved the Dorinthians during their darkest hour as prophesized. The characters found a way to peacefully end the war with the elves and bring the cure to humanity. It was fun thinking of the personalities of each character and taking two hours to write "What happened after."

I had kept wondering what my gift would be, not that the Shield of Kings wasn't cool. But Yeah, you got me good with that one. The whole game series was way cool in fact, but the ending and the realization afterwards was amazing.
 

2.) As a DM you must post often and regularly, even if only one of your PCs have responded. Otherwise the game will peter out. The DM is responsible for maintaining the game's energy, more so even then the players. Still, sometimes your game will peter out anyway as two or three people will dominate a game and the others will for some reason post less and less frequently.

I'd like to add that sometimes it is very hard being the only player posting. I frequently felt like I was dominating the game and that if I just didn't post so much then others would step up and take more action. I know that's likely not true but it's how I felt. So, if you are a player in a pbp game I beg you not to just sit back and wait for combat posts. Get deeply involved! Everyone will have a better game for it.

3.) Allow your characters to be in some control of the plot. They are the heroes, so make them be able to greatly affect their world...

4.) Have a plan that is flexible. I had an overall plot, but did not railroad the characters. I let them run it however they wanted...

This was great although I think it led to the biggest mistake in this game. At one point the characters had to make a decision on how to proceed to find the cure for the mysterious disease ravaging human lands. Fenris' character thought we should proceed one way, mine thought we should go another. Both seemed firmly entrenched that the answer led their way. After several posts we just could not seem to reach a resolution (mistake!) and so agreed to both go their own ways. DT allowed it and didn't force an out-of-game solution/compromise on us. It worked and led to some great roleplaying when our separate characters had to face moral and ethical decisions but, oddly, other players in both story lines dropped out leaving one character in each story line. By that time we were well down that line and it took about two months or so before DT could work us back together. I guess the point is: flexibility is great so as a player don't let your ideas as a character affect the game in a negative way; allow for compromise.

5.) ...This battle led to the party finding out about the Locusi, an ancient human civilization that treated other lands like locusts treat crops...

I thought the Locusi were particularly inspired villains. Very creepy vibe. So much so that when we found that temple I was creeped out as a player and couldn't imagine anything good from sticking around.

6.) The orc invasion and the way the players handled rallying the soldiers and defending their town. It got pretty chaotic as the party would become separated and lead bands through the streets of their town. They did pretty well.

Even though, somehow, the wizard and bard ended up in a team together protecting a bunch of townspersons from a wave of attacking orcs. This was a very fun moment for me: my character got to try a bit of leading (he sucked at it and discovered a new-found respect for the party leader) and Bloodweaver had his bard start up a little sing-song game using children's games to taunt the orcs.

7.) The party reaction to freeing the Lord of the Mountain and setting him against the orc nations. They found out the Lord was a tarrasque only after they freed him.

Lol, that was a tarrasque? :o Maybe I'm thick-headed but I never knew. I just knew it was incredibly big and destructive.
 

I can't let this go by without saying Congratulations to DT and all the players. As many pbp's as I've been in that were left unfiinished because of real-world commitments, I'm glad to see you guys finish yours.
 

Remove ads

Top