I ran my first session of D&D 5e this week and despite my issues with the d20 system in general I think my response on twitter summed up the experience:
Why did it feel so good to get back to the role of GM? Partially because I have always preferred it to being a player. I like the role of setting up scenes and watching them play out. I like having to gauge the impact of PC actions on the bigger picture. Most of all I like seeing the response of players as they realise what is going on or come up with a solution I couldn’t have foreseen (as the Happyjacks hosts are fond of saying the GM should create problems, not solutions).
The other reason it felt so good was that I went in with a plan to engage the players and I feel like it worked. I was GMing in what is best described as a community campaign akin to the Adventurers League. There’s a pool of players and GMs but each session will see a different combination of them come together. The big difference though is that there are no parallel sessions of the same adventure. Every session is a unique and self-contained standalone adventure set within the wider campaign world. The starting point for any adventure is the players, they state what their character is investigating or up to and then put a group together.
It’s not the easiest way of doing things. Individual sessions can be a little disjointed with only loose tie-ins to those that came before. For this, my first session, I had to prep an adventure based on brief summaries from one player and the previous GM. Not the easiest of asks, even for an experienced GM. It also had to engage the players in such a way that they would want to follow up on it, to generate enough interest in the events that it could become a plot in its own right.
This meant having a plan – introducing a new faction that could make an immediate impact and that had the potential for being a long-term threat. So in came a heretical cult within the ranks of Lathander that place particular importance on the divide between day and night, for the sun can only rise if it has first set. To establish their importance I put the party in position to witness (and ultimately disrupt) a ritual that had taken place hundreds of years before. It explained why nobody had ever heard of the cult and presented a clear threat to the established status quo in the present.
For me, as the GM, it also presented a way to engage long term with the wider setting as I’ll be able to build up the details of the threat over multiple sessions if and when the players engage with it. Given one of them is already planning a follow-up I’d count it as a success.
A few Thursdays ago (3rd September to be exact) began the journey that had resulted from one of my wackier ideas of late, I set off to Gateway 2015, one of the Strategicon gaming conventions run throughout the year at the Hilton at Los Angeles Airport. For those that don’t know me this was, all in all, a rather wacky idea for the simple reason that I live in the UK and I was basically going to the other side of the world just for the gaming convention, having set aside only a single day of the trip to be a tourist.
Why would I undertake such a trip? Because of the fine folks of the Happy Jacks RPG Podcast, and the rather amazing community that has grown up around the show. Since leaving Glasgow three and a half years ago the amount of gaming I’m doing has drastically reduced and those games I do play in are primarily run online. I miss face to face games and most of all I miss doing them with friends. So I flew five and a half thousand miles for the chance to play in games with people I only knew online and from podcasts. Sounds crazy right?
Turns out while it was crazy it was also one of the best weekends of gaming I’ve ever had and all the people I met were genuinely brilliant fun to be around and I got to have a great time in the games I played in / run. I’m aiming to do separate posts for the three games I ran (Project Cassandra, Demon Hunters: A Comedy of Terrors and Firefly) but first a quick round up of Gateway itself.
Continue reading “Gateway 2015: General Roundup”
So after their protracted open playtesting WOTC have begun their release of D&D 5th Edition, or D&D Next as it’s been known until late. The Basic rules, which include the main system and a core set of options for the classic class / race options are available for download, for free, from the WOTC website. Doing so is a bold move and one that’s probably required in order to push interest in the release, especially given the rise of Pathfinder since it appeared on the scene.
Now I’ll be the first to admit that I’m not really a D&D fan but having skimmed through the rules the first thing that struck me was simply… this is just D&D. Sure there’s been some streamlining but really the only thing that strikes me as new is the advantage / disadvantage mechanic. Everything else is just the same old same old, which I guess is fine for the target market but I think I was just hoping for something a bit more of a radical departure from the d20 formula. Something that brought in more of the ideas and approaches that have developed in gaming over the last decade, let alone the last couple of years.
All in all the release of the new D&D can only be a good thing, especially given this initial release makes it look like they’ve learnt from the mistakes surrounding 4th Edition. In the end though this first release just reinforces one thing for me, that D&D isn’t the game for me and probably never will be. Yes I’ll probably play it, but it’ll never be my go to system or even on my top list of games.
I just hope somebody does, D&D started this hobby and it would be a shame if 5th Edition was its final iteration.