Session Report
Exerpt From The Journal of Roxanne Skylynn
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Session Report
Exerpt From The Journal of Roxanne Skylynn
Session 4
A few weeks late on the write-up, but session 4 was a doozie. This really was a killer session ;) ...but in the best way possible. I was anxious to run this particular one, but stuck to the script, and boy howdy did it pay off. Sessions like this one are the standard to which I hold all others.
Without any further ado...
Read up on the best session I’ve run in recent history (maybe ever) beyond the cut!
its not a climactic session of exalted without a giant kaiju battle happening in the background
Session 1
*Featuring no pictures because apparently I didn’t take any*
You live in The Empire. Its the unified conglomerate of all peaceful humanoid races. Life in the empire is great. Everything is prosperous, everyone is happy, and everything is wonderful. Basically, we've got world peace. ...but therein lies the problem. World peace ... is ...well, its actually really *boring*. Some people, though they are few and far between, want more. They want thrills, they want excitement, they want ADVENTURE ... and maybe a little danger. They want to explore the wild unknown in search of gold and glory, even if it means risking their lives to do so. If you're reading this, than that sounds like you! ...fortunately, you've realized that there is a solution to the doldrums that you're in. For the empire spreads only so far, and past its western edge lies The Great Untamed Wilderness! So for now, you gather your belongings, and head to Westmarch, the last town on the farthest edge of civilization. ...who knows, maybe when you get there, you'll find some like-minded individuals to help you on your journey... (Or maybe that's just your cover-story, and you've got ...other motivations. All that matters is that you're comfortable leaving civilization behind, and seek to explore the great unknown!)
That was the prompt I gave to each player who was interested in the campaign. That and to create a level 1 character in the 5e rules. Of the ~10 players having shown interest. 6 were able to make it to session 1, and we were off!
(I lied)
The heroes arrived in town all around the same time. I explained to them that the Western Edge of the Empire was built along a great chasm that ran from the north to the south. It is of indeterminate depth, and anywhere from a hundred feet to a mile across.
At the narrowest point, a bridge and a town was built. At first, the empire began to expand across the chasm, but ultimately logistical complications resulted in the western side declining and ultimately being abandoned. At this time, Westmarch is the only remaining town on the border. The population, for the most part, is a garrison force to protect civilization from the wilderness, but it is well known that between the danger pay, and the fact that nothing ever actually attacks, this is a cushy posting. The garrison spends most of there time drinking, gambling, and carousing.
As our heroes arrive in town, they inquire at the local BREWHAUS if there are any expeditions heading out. The congenial barkeep, Johnathan Bartlett, laughs ... and upon realizing they are serious, explains that no, no one goes out there because its dangerous and that would be fucking stupid.
However after getting this request a half a dozen times withing several days, he eventually suggests that that these individuals might be able to form a band so that they might be able to venture forth and at least die together.
They meet at a table... to awkward silence,
Barton, the Bugbear Barbarian
Killgore Trout, the Triton Wizard
Maiirien, the Elven Sorceress (Arcane)
Dell Cherrycheecks, the Halfling Monk
Sammel, the Tiefling Ranger
Halifax, the Aasimar Sorcerer.(Divine)
Barton, featuring a legendarily slow conversation speed, was fascinated by these interesting characters, and inquired after their names. (shoutout to Barton’s player for getting things off to a great start when I failed. In the future, I should just have the barkeep do the same)
We went around the table with everyone introducing themselves in character, and they decided to set out. ...after first gathering some supplies. They headed to the general store in town, wherein they got to meet one of my favorite (and only) NPCS, Heironeous Heimdall, of Heimdall’s IMPorium. (There’s an imp on the sign, I know, I’m hilarious.) And thus begin the fast-talking and figety Heimdall’s blooming hatred of Barton and ... their ... very ... very ...slow ...way ...of ...working ... through ... each ... word ... in ... a ... sentence.
With arrows, javelins, and a few healing potions in tow, they set out, to the west!
They made their way across grassy rolling fields along an overgrown gravel path until they eventually reached an old crossroads. They examined a sign post, and after discovering a half-buried, missing sign, established that “The Mines of Morkul” lay to the north, “Grey’s Bridge” to the west, and “Pike’s Retreat” to the south. After a brief discussion wherein they decided to check out the mines, one of them spotted movement to the south west, in the direction of some standing stones out on the plain!
Several of them stealthed, and moved towards the stones, only to spot, and be spotted by a small orange humanoid, which turned, fled, and hid among the stones. As it did, Killgore fired a blast of magical energy and combat was off!
Sammel, who had been stealthing closer, reached the stones first, and rounding the one he had seen the creature disapear, came face to face with a pair of zombies! His squishy level 1 ass was ill equipped for such a close encounter with the living dead, and he went down. The party rushed forward, laying into the zombies, as Halifax quickly got Sammel back on his feel. Barton and Dell swung wide around the stone and came face to face with a pair of kobalds! The kobalds lunged uselessly at Dell, and were each dispatched in short order. One to a broken neck courtesy of Dell, and another to a caved-in cranium courtesy of Barton! The rest of the party wrangled with the zombies, putting one down while under magical fire from the remaining kobald, a sorcerer.
Realizing the tide was turning, the sorcerer ordered the zombie after Killgore, and then began to flee, pursued by Dell, throwing javelins while riding on Barton’s shoulders. Killgore was in for a rough time, being repeatedly downed by the zombie (and some friendly fire from Maiirien!) and stabilized as the party struggled with the remaining zombie. (For 3 rounds undead fortitude roles, I could not role below a 15!) The sorcerer had nearly escaped, when Sammel, exasperated with the zombie, turned and fired a max-range longbow shot towards the sorcerer. The arrow arced through the air, gently, the silent whisper of wind in fletching, before burying itself in the sorcerer’s spine, dropping him. Moments later, the casters dealt with the zombie and the fight was over. Exhausted and bloodied, our heroes decided that they should perhaps return to the town, but not before looting the bodies, wherein an interesting piece of loot was discovered on the sorcerer...
A mysterious map! (The picture is recent, and the party has started using it for their own hand written notes since)
What will be in store for their next expedition...?!
my in-person l5r group had a somewhat shortened session today that was pretty much just one big long combat.
which was fine; I'm playing an air shugenja so I'm as adept in combat encounters as I am in the social scenes. our courtier struggled to make herself useful though, but then, in the last two sessions the bushi struggled with the same thing so turnaround is fair.
plus I went up an honor rank by doubling back during the boss fight 'cause I was close to tapped out of useful spells (aside from my void slots that I was saving for emergency healing) and making sure the miniboss we'd downed on the way there didn't bleed out.
City of Ghosts Session Report 1
System: Worlds Without Number
I've recently begun a campaign in the WWN system, using my own setting but liberally stealing from the WWN setting as I enjoy the concepts presented there.
Previously I have run Alien one shots, hefty D&D 5e campaigns, and have been fortunate to play a pf2e campaign, several Call of Cthulhu one shots, a Star Wars (FFG) campaign, a Vampire campaign, and a MOTW campaign. At this point the only thing missing from my experience is something more OSR adjacent so I was actually very excited to dive into this.
My 5e group is what I would call a "hardcore" gaming group. They are good at number crunching, dedicated to the system they're playing (only players I play with who will read the rulebooks unprompted "for fun"), and have strong thoughts and opinions on things like the difficulty and frequency of encounters and magic/martial balance.
We're also young. A lot of the people I run into in the gaming space are older. The oldest of us is still under thirty. We came up on 5e - something oft forgotten by angry Redditors is the reason a lot of us have only ever played 5e isn't because we're stupid but simply we were the prime age for that to be our main game. the timing of it hitting the mainstream and us being old enough to have both the free time and energy to buy and read books and run campaigns go hand in hand. I've noticed in my other groups there's a similar bias towards whatever system welcomed them into the TTRPG space (shout out to my friend whose first game was Werewolf).
So given that, as pretty serious gamers and 5e players, we all think the DM tools are trash, consistently challenging combat is hard to craft, and the caster/martial disparity is annoying to work around (and the magic item system and crafting is hopelessly broken) - for our next game we wanted to try one of the D&D replacements.
Having played pf2e (the favorite suggestion of many) our thoughts were this: it's too much. An overcorrection. While much was also done to reduce the way modifiers stack, there is a general consensus it would be very difficult to play without a VTT and we simply didn't "vibe" with it.
The common desire we have is deadly or challenging combat and a better balance between martials and casters. Working crafting systems are a bonus.
While we have been eyeballing Shadow of the Weird Wizard as an alternative to Shadows of the Demon Lord and a potential option, I have long been using WWN as a worldbuilding tool in my 5e games and pitched trying it out instead. We are two sessions (and a session 0) into a small scale campaign.
Disclaimer: This is a city based campaign instead of a hexcrawl exploration. I love a city game and am of the opinion a lot of principles of exploration apply, but it may color my opinions.
The most frustrating thing so far has been the lack of organization in the rules, hampered further by no online codex.
I had a discussion with a friend about this. No one has ever claimed that 5e was the pinnacle of organization, so I do wonder if this is just a familiarity gap, but I struggle to find rules and information. What I do find is scattered, requires multiple re-reads, or strong interpretation.
People constantly bemoan confusing rulings in 5e and the onus put on the DM but it certainly doesn’t seem like WWN, at least, changes that at all. It’s not really a knock against the system either. As I understand it WWN and its sister games are made by a one man army so editing, parsability, etc, is probably quite different. It’s probably also very different for someone already familiar with the OSR scene to parse versus myself coming up on 5e.
The main thing though that I find frustrating that is a genuine talent of the 5e writing and design team even if other games do it better, is the lack of “rhyme”. I bet there’s a better word for it, but when design decisions across the game rhyme, it makes it easier to fill in gaps or make rulings on the spot. Things like Proficiency Bonus per Day, subclasses at level 3, AOEs coming in a general subset of sizes and shapes. You don’t want total homogeny but some idea of the general rhyme scheme of game makes it easier to navigate. WWN has some of this...but it also often doesn’t. Trying to rule of the spot can be so tricky, and often I think rules have been left unwritten because of a desire to “rule it as you would real life”. But in real life I can’t see the future or read minds so it gets a little tough to adjucate situations. It doesn’t help my players are incredibly clever.
The other thing that’s definitely become noticeable is that I think, in general, I prefer more niche protection in the form of exclusive mid power abilities scattered across classes than a few very powerful ones. This is still cooking, I may change my mind, but I find myself missing what felt like mechanical diversity in 5e - which is not something 5e often gets praised for.
I’m going to keep eyes on it though. I will probably include more narrative details in future as we go but for now this campaign is mostly to evaluate the system :)
The 9th of Highharvest was a rain-chilled autumn day in the town of Ebenhall. The fire roared in the hearth of The Tin Moray Inn that night,
I’m going to try and write play reports more often. I think they’re an important part of the space which we don’t see enough of anymore. Rather than just narrativising play, I’m aiming to also talk about any techniques or decisions I made in play.
Luke Gearing, on writing session reports