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<blockquote data-quote="uzirath" data-source="post: 7992436" data-attributes="member: 8495"><p>I ran a GURPS Dungeon Fantasy game this weekend for a neighborhood family that wanted to learn how to play. My eight- and ten-year-old sat with me on the front porch while the other family (two adults and two kids) sat in their living room. We spoke through the screen windows; I had a big whiteboard so that I could sketch maps and whatnot that everyone could see. The group was eclectic, in the fine tradition of fantasy games, including a gnome bard, elf druid, human scout, cat-folk martial artist, human knight, and faerie dragon wizard. Once I saw that they had a druid, scout, and faerie dragon, I thought a wilderness adventure would be more appropriate than a dungeon. I loosely used the 4e Chaos Scar adventures, “Elves of the Valley," from Dungeon 178 (May 2010). I had to adjust the adventure on the fly to make it fit within our allotted time, but every character had a few moments to shine and the players were eager for another session. </p><p></p><p>A highlight was when the druid attempted to summon a bear ally but critically failed her casting, causing the spirit of the bear to inhabit the petite faerie dragon, who promptly let out a roar and charged into melee combat. This was one of those failed rolls that dovetailed perfectly with the themes of the adventure since the demonic "Voice in the Darkness" at the heart of the wood was causing all sorts of bizarre magical anomalies. </p><p></p><p>Running a game from the front porch was better than VTT, especially with new players, but not nearly as good as being together around a table. (And the lawnmower across the street was maddening!)</p></blockquote><p></p>
[QUOTE="uzirath, post: 7992436, member: 8495"] I ran a GURPS Dungeon Fantasy game this weekend for a neighborhood family that wanted to learn how to play. My eight- and ten-year-old sat with me on the front porch while the other family (two adults and two kids) sat in their living room. We spoke through the screen windows; I had a big whiteboard so that I could sketch maps and whatnot that everyone could see. The group was eclectic, in the fine tradition of fantasy games, including a gnome bard, elf druid, human scout, cat-folk martial artist, human knight, and faerie dragon wizard. Once I saw that they had a druid, scout, and faerie dragon, I thought a wilderness adventure would be more appropriate than a dungeon. I loosely used the 4e Chaos Scar adventures, “Elves of the Valley," from Dungeon 178 (May 2010). I had to adjust the adventure on the fly to make it fit within our allotted time, but every character had a few moments to shine and the players were eager for another session. A highlight was when the druid attempted to summon a bear ally but critically failed her casting, causing the spirit of the bear to inhabit the petite faerie dragon, who promptly let out a roar and charged into melee combat. This was one of those failed rolls that dovetailed perfectly with the themes of the adventure since the demonic "Voice in the Darkness" at the heart of the wood was causing all sorts of bizarre magical anomalies. Running a game from the front porch was better than VTT, especially with new players, but not nearly as good as being together around a table. (And the lawnmower across the street was maddening!) [/QUOTE]
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