Thursday, May 5, 2016

Cut, Print, it's a Wrap

I wrapped up the Serenity game and brought the season to a close last week.  The programming executives, (the Players), in their infinite wisdom, unlike Fox and "Firefly, have signed on for another season.

Critical reviews were favorable and enthusiastic.  Everyone involved genuinely seemed to enjoy the  story I tried to tell, the game itself and the system.  So much so, one player is seriously considering using the background and respective universes for either Star Wars or Traveller and the Cortex RPG system for a crossover campaign mash-up. 

Awesome.  Sign me up.  Between treatment for depression and time spent away from a table either choice might convince me to come out of retirement as a player.

Through awesome planning and a tactical advantage, as well as some phenomenal skill checks by the player's, and not so spectacular results on my end, (yes, I'll get those checked out on my next visit to my doctor.), Ollie, Karter, Junker and Dexter managed to thwart a deadly terrorist attack in which projected casualties exceeded 250,000.  They didn't manage to exact their revenge on their former boss and friend, nor catch up to the mastermind of the operation.  Oh, and they are still wanted fugitives fleeing the long arm of the "Alliance".  

Sometimes, I really dig my job.  Yep, backstory creation, I love it.  For instance; in this campaign I created detailed character dossiers (including photographs) for no less than eight of the important NPC's.  The kickers here, one of them disappeared without a trace several years before the game actually began.  Another was confirmed KIA in the recent war.  His twin sister and their godfather, (the mastermind) are missing presumed KIA in the same war.  A war that ended in "Unification" six months before we actually kicked off the game.  The remaining four were put together as friends of the players, and were specifically designed for emotional investment.

"Tech genius Darcy Brown, who looks a lot exactly like Zoe Kravitz.  Laid back and very likeable.  She is also somewhat of a lightweight, a sensitive flower with a delicate constitution and a weak stomach.  She generally doesn’t deal well with threats to her health.  She's a hippy.  But she's loyal.  Darcy is a people person; she has no-concept of personal space. If she knows you, and trusts you, you should expect to be greeted with a big hug. She likes being called the ship's mascot; Wayfarer’s Sin is home. She’s not much good when push comes to shove, but she doesn’t really need to be with your team around. No one talks about what happened to the last guy who came on too strong and threatened her. She doesn’t know what happened to him.  You do though."

And she's also dead.  Killed three sessions into the game with the two other crew member friends.  Betrayed by their boss, father of the twins and best friend to the mastermind.  We'll see what season two brings.

We're going to switch back to Wardens of the Realm for a while.  My plan is to run a particular game for six months stints.  That should go a long way towards keeping things fresh for all of us, and me motivated.

Now, you get to look forward to more drivel about different characters in a different genre.  I should get busy and import all the details of the Serenity campaign into Scabard campaign manager.  Which means I also need to get off my lazy arse and get the Wardens campaign notes up to date.

As always,
mòran taing.
See you tomorrow.

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