As is my tradition, each time a game ends, I try to learn from it. This time I'm looking at three palate-cleansing experiences and testing to see how each work with a group that has been fundamentally entrenched in D&D.
From My Previous Post-Mortem (following 4E D&D)…
“What Next? … Maybe a rules-lite one-shot to see how to goes. I do want a chance at redemption after this 4E game.”
About the Group
Each game session contained a different configuration of players, so I will be introducing the group here and tell you before each session who was involved.
After wrapping up, I knew I’d have only a handful of sessions before Players C, D, and E went away for college, and I wanted to leave them with a few different experiences and enjoyable games after what I thought was a bad experience with 4e.
Game 1: Monster of the Week
Players involved: A, B, C, D, and F.
I’m a bit ashamed that I am a failed novelist. I wrote a series of Southern-fried paranormal mystery comedies right out of college that I’ve never published (think Dukes of Hazzard meets Supernatural meets X-Files.) But this has ended up being a very richly detailed setting for a game of Monster of the Week.
The players grabbed playbooks, filling in checkmarks, riffing on each other’s backgrounds to make connections to each other. Player F commented “We’ve done more roleplaying in 30 minutes of character creation than we did in 8 months of 4e.”
I presented a monster mystery which involved the Goatman killing people who were developing a run-down train into luxury apartments at the expense of the hobos who used to live there. During the investigation, the group searched a train-themed (inspired by Hooters) frank and beans sports bar called “The Kitten Caboose.” To learn the Goatman’s weakness, the party had to befriend a talking giant catfish named Old Silas, and then figure out how to get the hobos their train back from a greedy developer.
We made characters and had a complete adventure in under 3 hours. They enjoyed the setting and the system and said they would gladly play it again.
Game 2: Dread
Players involved: A, B, E, and F
A group of college students on summer break arrive for a practicum at a remote mountain lodge of an eccentric anatomy professor in a situation they assume to be based on Frankenstein – only to get the curveball of Herbert West: Reanimator. The high anxiety hijinks of Jenga mixed with horror storytelling was a great mix. The game lasted about 2.5 hours with half the party dying in memorable, gruesome ways.
We hung out afterwards with Player E and said our goodbyes for her last session. All-in-all, a fun time.
Game 3: Alice is Missing
Players involved: A, B, me, and game was facilitated by F
Player F wanted to facilitate a game of Alice is Missing. You follow the prompts for clue cards in 1.5 hours of mood music. No talking, all communication is in character through cellphone texts, as you try to locate a missing teenager named Alice. Your character is one of several roles including best friend or older brother. Tense and emotional, even for Players A & B who don’t tend to take roleplaying seriously. It was a good time, and I was thankful for Player F to bringing the game and offering to facilitate to give me a break.
What Next?
With Players A, B, and F, we made Dragonbane characters in a session 0.5 after Alice is Missing. I hope it’s a good mix of traditional fantasy adventure and character-driven roleplaying. Player F is digging the weakness mechanic built into character creation. Players A & B made characters that felt pretty effective while having some interesting development.
Optimistic about the future. Missing my teens already as they go out into the world to play games on their own. I hope they stick with the hobby and make it their own.
Any questions about the game systems we played? Let me know.
From My Previous Post-Mortem (following 4E D&D)…
“What Next? … Maybe a rules-lite one-shot to see how to goes. I do want a chance at redemption after this 4E game.”
About the Group
Each game session contained a different configuration of players, so I will be introducing the group here and tell you before each session who was involved.
- Player A: my wife, [cue Cate Blanchett]: “who, above all else, desires power.” But really, she’s a power gamer, likes butt kicking and action-packed adventure. Her favorite systems are Pathfinder 2 and D&D 4E because of the tactical combat options and big damage potential.
- Player B: our neighbor (who grew up with THAC0-era D&D)
- Players C & D: his two college-aged sons
- Player E: a college-aged neighbor and friend of Players C & D
- Player F: my neighbor’s co-worker (who also grew up with the same era of D&D, but prefers more story-focused games)
After wrapping up, I knew I’d have only a handful of sessions before Players C, D, and E went away for college, and I wanted to leave them with a few different experiences and enjoyable games after what I thought was a bad experience with 4e.
Game 1: Monster of the Week
Players involved: A, B, C, D, and F.
I’m a bit ashamed that I am a failed novelist. I wrote a series of Southern-fried paranormal mystery comedies right out of college that I’ve never published (think Dukes of Hazzard meets Supernatural meets X-Files.) But this has ended up being a very richly detailed setting for a game of Monster of the Week.
The players grabbed playbooks, filling in checkmarks, riffing on each other’s backgrounds to make connections to each other. Player F commented “We’ve done more roleplaying in 30 minutes of character creation than we did in 8 months of 4e.”
I presented a monster mystery which involved the Goatman killing people who were developing a run-down train into luxury apartments at the expense of the hobos who used to live there. During the investigation, the group searched a train-themed (inspired by Hooters) frank and beans sports bar called “The Kitten Caboose.” To learn the Goatman’s weakness, the party had to befriend a talking giant catfish named Old Silas, and then figure out how to get the hobos their train back from a greedy developer.
We made characters and had a complete adventure in under 3 hours. They enjoyed the setting and the system and said they would gladly play it again.
Game 2: Dread
Players involved: A, B, E, and F
A group of college students on summer break arrive for a practicum at a remote mountain lodge of an eccentric anatomy professor in a situation they assume to be based on Frankenstein – only to get the curveball of Herbert West: Reanimator. The high anxiety hijinks of Jenga mixed with horror storytelling was a great mix. The game lasted about 2.5 hours with half the party dying in memorable, gruesome ways.
We hung out afterwards with Player E and said our goodbyes for her last session. All-in-all, a fun time.
Game 3: Alice is Missing
Players involved: A, B, me, and game was facilitated by F
Player F wanted to facilitate a game of Alice is Missing. You follow the prompts for clue cards in 1.5 hours of mood music. No talking, all communication is in character through cellphone texts, as you try to locate a missing teenager named Alice. Your character is one of several roles including best friend or older brother. Tense and emotional, even for Players A & B who don’t tend to take roleplaying seriously. It was a good time, and I was thankful for Player F to bringing the game and offering to facilitate to give me a break.
What Next?
With Players A, B, and F, we made Dragonbane characters in a session 0.5 after Alice is Missing. I hope it’s a good mix of traditional fantasy adventure and character-driven roleplaying. Player F is digging the weakness mechanic built into character creation. Players A & B made characters that felt pretty effective while having some interesting development.
Optimistic about the future. Missing my teens already as they go out into the world to play games on their own. I hope they stick with the hobby and make it their own.
Any questions about the game systems we played? Let me know.