I promised it so here it is, the draft of Missionary Opposition, an Adventure Starter for @deadgentlemen Demon Hunters RPG. At this point I’m happy with the text while the layout needs work, the current design is just a quick test to see if the idea in my head matches up to reality.
This will be the first in a series of starters, my aim is to produce one for each of the episodes in the series.
Download the draft from here: https://lunarshadowrpg.files.wordpress.com/2017/11/missionaryopposition-v2.pdf
Thoughts, comments, shares much appreciated #rpg #DemonHunters
31st) What do you anticipate most for gaming in 2018?
End of the month and the final question. To be honest I’m not sure I’m really anticipating anything in particular for gaming in 2018. I’m not even sure I could list many games that have been announced as coming out next year.
What I do have though is a list of hopes for 2018, mostly focused around my own work. If I’ve not done so by then I will get Project Cassandra finished and published. Realistically it shouldn’t take that long but then again after DragonMeet last year I would have said I would have it out well before now. I know how to adjust the skills to deal with the issues highlighted by the playtest, the main issue now is getting a final playtest in of the changes.
The other area I want to focus on are my Demon Hunters adventure starters. I’ve published one already and the second, inspired by the Slice of Life episode Missionary Opposition is midway through drafting. After that I have notes for 2-3 more plus some rules hacks that I want to get out there. The last of those adventures is probably going to be a fairly hefty project, the current design includes two distinct but related plot threads occurring over a century apart from one another. My aim for that is to put it up as a PWYW adventure, the working title: Rocket Demons of Antiquity. That will probably change given antiquity normally refers to a much earlier time period than I’m looking to set the adventure but for now I like it.
I’m hoping that the lessons learned from this month of short posts can work well towards producing those. I’ve enjoyed answering the questions and a paragraph or two each day during my lunch break or on the bus will quickly add up to a substantial amount of material to work with.
When it comes to running campaigns I have to admit that for a long time I’ve had a problem when it comes to scale. Simply put as a GM I tend to think big and long term, with multi-part story arcs that will take dozens of sessions to complete. Part of that stems from my introduction to tabletop gaming, brand new to RPGs I joined a new Torg campaign run by an awesome GM. The campaign followed the official storyline that was published when the game first came out and while I only played in it for the first year it ran for over four years right up until the final confrontation with the Gaunt Man himself. When I left the game I did so to start GMing for the first time, with my first campaign returning to what I knew, the very Torg adventures I’d played in the year before. While that campaign did reach a conclusion it wasn’t the one I’d hoped for, though it was epic in nature.
Since then I can think of only a handful of campaigns which have wrapped up satisfactorily and of those that haven’t most have fallen apart after 6-10 sessions due to players conflicts. Almost every time those campaigns have fallen apart with little of the world and larger campaign revealed to the players. The most recent example of this is the Legends of the Five Rings campaign I was running, while the game had completed a short self contained adventure (the first part of which is detailed here) the adventure ended with the party learning only that the events had been orchestrated by an outside faction. They never learnt who or why and more importantly they never got the chance to stop them.
So with my current Dresden Files campaign I’m taking a different approach, that of Go Achievable and running it as a series of discrete adventures each for around 3 sessions in length. Most importantly I’m aiming to make each adventure almost entirely self contained, so should it fall apart there shouldn’t be dozens of hanging plot threads left. The most difficult bit though is trying to be concious of the pace of the game, knowing that I need to reach a conclusion within a short time period.
It’s a bit of a challenge at the moment but hopefully it’ll work out in the long run.
Burning Faith is an adventure set in and around the Fallen Mountains and is deliberately designed to present PCs with a situation with no clear course of actions. The adventure was originally written for a group of Unicorn PCs and works best when at least one of the members is from that Clan, for reasons that will become apparent.
Kyufoki no Shinden, the Thunder Monastery, has been burnt to the ground. Coming across the still smouldering ruins the PCs must find and confront the perpetrator before navigating the political ramifications and determining the truth of what has occurred. The adventure can be broken down into three sections: discovery of the massacre, confrontations and investigation.
Everything after the cut contains spoilers.
Continue reading “Adventure Seed: Burning Faith (Part 1)”