Saturday, May 23, 2020

My favourite campaigns

My wife tagged me into a Facebook post from someone looking for ideas for D&D campaigns, specifically asking us to share our favourite campaigns. I started typing up a Facebook post, but,
These campaigns are in chronological order, as best as I can remember them. This isn't a comprehensive list, these are just the campaigns I learned something from. Most of my campaigns were unnamed until after college, but I've invented names here, where I could. I should not that these are all campaigns I ran - pretty much from the beginning, I was a GM, not a player, unless someone had a new system or concept they wanted to play.

Name: White Plume Mountain
System: AD&D (pre-published module)
Inspiration: I was at a birthday party and a friend pulled out this cool book he'd found in his brother's room. It was some kind of game, and he knew his parents didn't like it (It was the 80s, and we were kids in a private Christian school - yeah, Satanic Panic was in full swing.) They couldn't figure it out, and I was the weirdly social one, so I sat in a corner until I sort of figured it out.
Synopsis: I honestly don't remember - I believe it was pretty much just a straight-up, "explore this location and take everything that isn't bolted down," adventure.
What I Learned: You might notice that I didn't have a Player's Handbook. That is correct. I had the adventure module, and the portion of the Fiend Folio my friend could sneak out of his brother's room. We kind of winged it with the dice we gaffled from a Yahtzee set and had a lot of fun.

Name: Justice Machine
System: Heroes Unlimited (pre-published sourcebook)
Inspiration: While I'd picked up various RPG books over the years, it was hard to get a group together to play them. One of my friends read the Justice Machine comic, and I had the book for the main system, so I picked this up at a game shop.
Synopsis: I never actually found out.
What I Learned: Never pick up a sourcebook just because you THINK your friend will like it.

Name: The one where we play mutant animals
System: Teenage Mutant Ninja Turtles And Other Strangeness
Inspiration: The cartoon, initially, but the book is based on the original comic books, which were VERY different. Still good, just entirely different.
Synopsis: I ran a lot of different games in this system, most of them only lasting a couple of sessions, but generally the all took place at or out of Project: Manticore, an agency that used mutant animals as agents. Think of it as being OWCA, but with time travel once I got Transdimensional Turtles.
What I Learned: Making characters can be as much fun as playing them. System only gets in the way of player fun if the GM allows it to, but system can get in the way of GM fun by sucking.

Name: The Ballad of Jack Generess And The Airships
System: D&D (homebrew)
Inspiration: I fell in love with JRPGs and decided to try playing a JRPG-inspired campaign with a bunch of guys I met in my freshman year of high school.
Synopsis: I created the hex-grid world-map before I did anything, but I mostly improvised the dungeons and their contents, although I usually had a pretty good notion of what the boss was going to be. It was a pretty straightforward adventure, with the heroes rising from 1st through 12th level, ending with a massive fight between the party and their allies vs. the cyberlich and his minions. There were evil gnomes with jetpacks, flying squirrels, great ballads sung to the tune of Talking Heads songs, the whole nine yards.
What I Learned: This was the first time I played a campaign from beginning to end with the same group of people, playing the same group of characters or at least a continuous line of characters. I learned a whole lot from this game, including how to say "yes, and" off of the improv stage, how to imbalance a game properly, and a lot about how to manage player expectations. Also, a lot of the character names and place names I'd use in future campaigns started here.

Name: The Mothman Saga
System: Werewolf: The Apocalypse
Inspiration: UFO culture, specifically John Keel's, "The Mothman Prophecies"
Synopsis: I threw out 90% of W:tA's mythos and instead argued that the world was going to hell in a handbasket because the ultraterrestrials were fighting, using Earth as their field of battle.
What I Learned: This was the first WoD game I'd run, and while I'd played in a few one-offs of more narrative games, it was the first game that explicitly gave me permission to tell players that they succeeded just because success was more interesting than failure. Also, it was one of the few games I'd run that used real-world figures and events.

Name: The War Of Skulls
System: Rifts
Inspiration: The cover of the Rifts gamebook. I wanted a game that ended with my players fighting a giant sluglord dude surrounded by women in gimp suits. ... Look, I was young and stupid, I'm not going to defend it.
Synopsis: I can't even tell you. Check out the next section.
What I Learned: Never run a game with more players than you can count on two hands, unless you really know what you're doing. Never assume that just because a book is designed by the same dude as a book you already own that they're even similar (Rifts was designed by the guy who did TMNT - he didn't do any better this time around). Never, ever improvise mech combat.

Name: Chaos Rising
System: 2nd ed D&D
Inspiration: I had the characters first, and so just built a challenge around that.
Synopsis: A dark lord rises in the West and the heroes have to go out and stop him. I made him a racist and a bigot, though, tying into the history courses I was taking at the time, which made him memorable.
What I Learned: College students basically game just like high school students, and still like stabbing stuff in the face, mostly.

Name: Savage Species
System: 3rd ed D&D
Inspiration: The 3rd edition sourcebook of the same name, and the phrase describing the X-Men as being "in a world that hates and fears them."
Synopsis: In a world of magic and wonder with a variety of mythical creatures abounding, the players track down a demon lord to a high tower and are killed, placed in a healing sleep and wake three hundred years later in a world where there's basically just humans left, and the demon lord is still around and needs killing.
What I Learned: Playing with bigotry in games is only slightly less dangerous than playing with matches near flammable objects, third edition has limits, but if you ignore them, they do kinda go away.

Name: Ptolus
System: 3rd ed, and later 3.5 ed D&D
Inspiration: The sourcebook of the same name. From which I took the title of the name, a handful of stat blocks and not a whole lot else, although I'd use bits of the book in various other campaigns in the ensuing years.
Synopsis: There are dungeons beneath the city of Ammeara, and they're leaking a dangerous amount of magic, with monsters running to the surface to escape it.
What I Learned: We actually spent about half of the game on dimension-hopping, which was a lot of fun. Also, I had my first gender-fluid PC, which was cool.

Name: Asengervald
System: Pathfinder
Inspiration: Pathfinder with all the fun parts, except for gold pieces and XP.
Synopsis: In the far north of my campaign world, there's a space I labelled Asengervald, and that I just never visited. For about three decades. So we did! Vikings, gnolls, "squeezings," all sorts of fun to be had.
What I Learned: Loki is a jerk, Pathfinder is vastly improved if you just give everyone a bonus to the appropriate stat at the point in the level where the game tells you they ought to give them a magic item that gives them that bonus instead, players are more cunning than you can guess, resource management is fun if you aren't always managing the same resource.

And that's about it, for now. I've run a couple of campaigns since, but they are memorable at this point because, well, they're barely memories.

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