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<blockquote data-quote="Reynard" data-source="post: 7926755" data-attributes="member: 467"><p>Amazing.</p><p></p><p>Apologies, this is going to be a little long. I spent the weekend at a convention and so I had enjoyed 7 sessions as a GM over the course of 4 days.</p><p></p><p>When I run games at a convention, the bulk of them are a mini campaign: multiple sessions (in this case 5) of continuing adventures, with some portion of the players playing multiple and even all of the sessions. This weekend 3 players were in every slot, another player was in 3 of 5, and a couple were in 2 slots, with the balance playing only 1 slot.</p><p></p><p>The High Guard were the greatest heroes The Realm had ever seen. 10 years ago they defeated Kalketerix, the Usurper Wyrm when it attacked the capital city of Throne Spire and killed the King. After they killed the beast, they fashioned its bones into their HQ but generally left for manses and cities where they could indulge their vices alone. Rich and famous beyond compare, having won the greatest victory imaginable, those vices were not inconsequential.</p><p></p><p>But then the sky broke. Literally. It shattered like glass. Soon, four entities appeared in the greatest cities of the realm: the Avatars of Law and Chaos and Good and Evil went to cities that seemed to embody their opposite. Evil went to the last refuge of the fading Elves. Law went to the wild and weird bayou city of strange magic. Chaos took root in the perfectly ordered city of the dwarves and Good found purchase in a city known for its corruption and violence.</p><p></p><p>The High Guard went to each city and faced each Avatar, starting with Evil. They realized they could not simply kill these embodiments of universal forces. Instead they had to be contained, captured in stasis until a solution could be found. Evil was captured in a bone casket forged by the Elves long ago. Law was trapped in a perfect representation of the Golden Ratio. Chaos was contained by a permanently arcing storm of lightning in a bottle.</p><p></p><p>Good was the hardest to deal with. While evil sought to turn the ancient bones of the elven ossuaries into murderous skeletons and Law sought to freeze all life to ensure perfect order and Chaos turned everything, living and unliving, inside out, Good only wanted to create peace and compassion and righteous fervor. But as, well, good as Good's world seemed to be, it could not remain if the sky was to be fixed. It was ultimately joined with the super-heroic paladin's hammer, the ultimate representation of the Light.</p><p></p><p>And fixed the sky must have been. It was discovered that Kalketerix itself had broken the sky, hurling the Avatars like stones from the Void in order to return to the world and exact its revenge upon the Realm and the High Guard. Through courage, grit and sacrifice, the High Guard prevailed, but in doing so banished Good from the world as surely as they banished Evil and Law and Chaos. The cost of victory was the end of Utopia.</p><p></p><p>This description hardly does it justice. Not only were the players great, creating memorable and amazing characters, there were tons of wonderful NPCs: each PC had a rival NPC "supervillains" and some became allies while others served as vile antagonists and others just foils or lovers. The question over how to deal with Good was so morally and emotionally difficult in part because Good had made a link with a Nun of the Light who truly only wanted to create a good world for people so they did not suffer as she did in the shadows and alleys of her city as a child.</p><p></p><p>This all happened over the course of 20 table hours with a dozen or so of the best players I have had the pleasure of playing with.</p><p></p><p>I also was one part of a massive 24 player competitive D&D 5E game that raised over $600 for Extra Life in a single 4 hour session, as well as a Sunday morning hungover but still raring to go Star Wars Jedi-hunted-by-Vader game.</p><p></p><p>Great stuff. This is why I play.</p><p></p><p>And the sky must be fixed.</p></blockquote><p></p>
[QUOTE="Reynard, post: 7926755, member: 467"] Amazing. Apologies, this is going to be a little long. I spent the weekend at a convention and so I had enjoyed 7 sessions as a GM over the course of 4 days. When I run games at a convention, the bulk of them are a mini campaign: multiple sessions (in this case 5) of continuing adventures, with some portion of the players playing multiple and even all of the sessions. This weekend 3 players were in every slot, another player was in 3 of 5, and a couple were in 2 slots, with the balance playing only 1 slot. The High Guard were the greatest heroes The Realm had ever seen. 10 years ago they defeated Kalketerix, the Usurper Wyrm when it attacked the capital city of Throne Spire and killed the King. After they killed the beast, they fashioned its bones into their HQ but generally left for manses and cities where they could indulge their vices alone. Rich and famous beyond compare, having won the greatest victory imaginable, those vices were not inconsequential. But then the sky broke. Literally. It shattered like glass. Soon, four entities appeared in the greatest cities of the realm: the Avatars of Law and Chaos and Good and Evil went to cities that seemed to embody their opposite. Evil went to the last refuge of the fading Elves. Law went to the wild and weird bayou city of strange magic. Chaos took root in the perfectly ordered city of the dwarves and Good found purchase in a city known for its corruption and violence. The High Guard went to each city and faced each Avatar, starting with Evil. They realized they could not simply kill these embodiments of universal forces. Instead they had to be contained, captured in stasis until a solution could be found. Evil was captured in a bone casket forged by the Elves long ago. Law was trapped in a perfect representation of the Golden Ratio. Chaos was contained by a permanently arcing storm of lightning in a bottle. Good was the hardest to deal with. While evil sought to turn the ancient bones of the elven ossuaries into murderous skeletons and Law sought to freeze all life to ensure perfect order and Chaos turned everything, living and unliving, inside out, Good only wanted to create peace and compassion and righteous fervor. But as, well, good as Good's world seemed to be, it could not remain if the sky was to be fixed. It was ultimately joined with the super-heroic paladin's hammer, the ultimate representation of the Light. And fixed the sky must have been. It was discovered that Kalketerix itself had broken the sky, hurling the Avatars like stones from the Void in order to return to the world and exact its revenge upon the Realm and the High Guard. Through courage, grit and sacrifice, the High Guard prevailed, but in doing so banished Good from the world as surely as they banished Evil and Law and Chaos. The cost of victory was the end of Utopia. This description hardly does it justice. Not only were the players great, creating memorable and amazing characters, there were tons of wonderful NPCs: each PC had a rival NPC "supervillains" and some became allies while others served as vile antagonists and others just foils or lovers. The question over how to deal with Good was so morally and emotionally difficult in part because Good had made a link with a Nun of the Light who truly only wanted to create a good world for people so they did not suffer as she did in the shadows and alleys of her city as a child. This all happened over the course of 20 table hours with a dozen or so of the best players I have had the pleasure of playing with. I also was one part of a massive 24 player competitive D&D 5E game that raised over $600 for Extra Life in a single 4 hour session, as well as a Sunday morning hungover but still raring to go Star Wars Jedi-hunted-by-Vader game. Great stuff. This is why I play. And the sky must be fixed. [/QUOTE]
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