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Story Hour
The Rise of Felskein [Completed]
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<blockquote data-quote="Iron Sky" data-source="post: 4199407" data-attributes="member: 60965"><p>Session 3 Crunch</p><p></p><p>I never would have thought my favorite campaign would be in-part a product of a joke about "robot ninja assassins with laser-beam eyes."</p><p></p><p>Someone had joked around about it and I thought, what the hell, I'll do it, though without explicitly calling them that in game.</p><p></p><p>It turned out to be one of the sparks that made this campaign so unique. Once I decided to "drop" them on the players, I then had to figure out where the heck they came from - I mean, robot ninja assassins with laser-beam eyes? Come on, how can that work in a campaign without being rediculous? When I figured it out, it really made the campaign gel for me.</p><p></p><p>To rewind a bit to when I was first figuring out this campaign, I started with a continent map that I whipped up in the couple weekends before the game started. I just stuck interesting landmarks and things all over, not having any idea what they were about, not even naming them. I also made sure to leave large parts of the map blank to fill in later.</p><p></p><p>Then I picked a spot - Northmand - and created some more details about the surrounds. I told the players they were starting in Northmand, gave them a few details, then collaborated with them about who they were and why they were there. I had a little bit of "meta-plot," but knew very little of the broader world. In otherwords, campaign creation was bottom-up rather than top-down.</p><p></p><p>Anyway, back to the session. There were actually two players who used to play with us in High School and were visiting from California for this session. One made a half-dragon githzerei monk from <location removed to avoid spoilers> and "reflavored" what he ended up with a bit. The other player made another elf wizard. I chose to remove him from the narrative since a) I don't really remember much about him being there since he didn't interact with the players much, b) he made it at the last minute(like, right before the session started) and I had no good narrative way of inserting him into the game, and c) the character would have disrupted the narrative version more than added to it.</p><p></p><p>I also had to do some redactivism with Suniel since his player was there for the beginning, but was sick, left early, and missed the rest of the session. In the actual game I did some "DM magic" and quickly hand-waved him back into the game in the next session, but I found it unsatisfactory at the time and so "rewrote" events abit in the write-up to make it fit a bit better.</p><p></p><p>I remember this session being only somewhat productive and extrememly long. I think a couple players were asleep at the end and we just woke them up on their turns to roll the dice against the zobmies.</p><p></p><p>For the combats in the session, the group was already getting pretty mauled by the hobgoblins when the explosion hit. The fight against the constructs was hard: they had hardness 5(I took animated objects as a base when creating them and threw some other abilities on) and so the "lotus blast" (breath weapon) really saved their bacon.</p><p></p><p>The zombie fight was a slog, in part due to how late it was(something like midnight when the fight started) and part due to the tight quarters and 3.5e DnD's stand-and-slug-it-out routine, and in part due to the fact that our last DnD campaign (different DM) was in a world where anything killed rose as zombies so the whole deal was old hat.</p><p></p><p>That's about it that I can think of. If anyone reading has any questions, feel free to ask. These actually take quite a bit of time to write up and questions or comments are a welcome diversion.</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4199407, member: 60965"] Session 3 Crunch I never would have thought my favorite campaign would be in-part a product of a joke about "robot ninja assassins with laser-beam eyes." Someone had joked around about it and I thought, what the hell, I'll do it, though without explicitly calling them that in game. It turned out to be one of the sparks that made this campaign so unique. Once I decided to "drop" them on the players, I then had to figure out where the heck they came from - I mean, robot ninja assassins with laser-beam eyes? Come on, how can that work in a campaign without being rediculous? When I figured it out, it really made the campaign gel for me. To rewind a bit to when I was first figuring out this campaign, I started with a continent map that I whipped up in the couple weekends before the game started. I just stuck interesting landmarks and things all over, not having any idea what they were about, not even naming them. I also made sure to leave large parts of the map blank to fill in later. Then I picked a spot - Northmand - and created some more details about the surrounds. I told the players they were starting in Northmand, gave them a few details, then collaborated with them about who they were and why they were there. I had a little bit of "meta-plot," but knew very little of the broader world. In otherwords, campaign creation was bottom-up rather than top-down. Anyway, back to the session. There were actually two players who used to play with us in High School and were visiting from California for this session. One made a half-dragon githzerei monk from <location removed to avoid spoilers> and "reflavored" what he ended up with a bit. The other player made another elf wizard. I chose to remove him from the narrative since a) I don't really remember much about him being there since he didn't interact with the players much, b) he made it at the last minute(like, right before the session started) and I had no good narrative way of inserting him into the game, and c) the character would have disrupted the narrative version more than added to it. I also had to do some redactivism with Suniel since his player was there for the beginning, but was sick, left early, and missed the rest of the session. In the actual game I did some "DM magic" and quickly hand-waved him back into the game in the next session, but I found it unsatisfactory at the time and so "rewrote" events abit in the write-up to make it fit a bit better. I remember this session being only somewhat productive and extrememly long. I think a couple players were asleep at the end and we just woke them up on their turns to roll the dice against the zobmies. For the combats in the session, the group was already getting pretty mauled by the hobgoblins when the explosion hit. The fight against the constructs was hard: they had hardness 5(I took animated objects as a base when creating them and threw some other abilities on) and so the "lotus blast" (breath weapon) really saved their bacon. The zombie fight was a slog, in part due to how late it was(something like midnight when the fight started) and part due to the tight quarters and 3.5e DnD's stand-and-slug-it-out routine, and in part due to the fact that our last DnD campaign (different DM) was in a world where anything killed rose as zombies so the whole deal was old hat. That's about it that I can think of. If anyone reading has any questions, feel free to ask. These actually take quite a bit of time to write up and questions or comments are a welcome diversion. [/QUOTE]
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