Post Mortem - Blood on the Planes
Apr 1, 2014 9:15:01 GMT -8
Post by guitarspider on Apr 1, 2014 9:15:01 GMT -8
Finally getting around to writing this, been thinking about it since the game ended.
It was a bit of a weird game for me as GM. I had a lot of fun. As far as I could tell, the players had loads of fun, which means it was a good game. On the other hand, this certainly wasn't my best run game by a long shot. Part of this has to do with improvisation.
To understand this, I need to talk about the setup for a second. Planarch Codex is a Planescape variant of Dungeon World. The group had been trapped in a thieves guild, they'd served as a diversion for another group, had already lost a member (NPC) and were running onto the streets all beaten up. One of them was hit by a cursed arrow, which would slowly kill that person unless major healing powers were in play (6 "marks" until death, one every half hour and every time the character would physically excert itself, fight, etc). The thieves guild would obviously try to hunt them down while they were running.
Characters would be created at the start of the session, as you do in Dungeon World. In this Dungeon World variant, that part is especially crucial, because characters are the opposite of the typical "cookie-cutter" fantasy stereotypes, they're extremely unique. Pregens would be hurting the game big time.
My preparation for this game: non-existent. First, I wouldn't know the characters until the players came up with them, second, I wouldn't know where the hell the players would be wanting to go, third, by now I've run a lot of games in that setting and had lots of bits and pieces to pull out of my GM-hat, fourth, I do that all the time when I run games that allow me to do it. In this case, I don't think I did it particularly well.
The thieves guild really didn't put a lot of pressure on the characters throughout the game. The characters proved pretty crafty at getting out of their immediate reach and I would have had a hard time justifying any more than the one ambush I inserted. As a result, the guild remained a blank piece of plot paper and the ambush was maybe too much "out of thin air".
The characters the players came up with were fantastic. Unfortunately I missed a number of opportunities to take full advantage of what they had come up with during the second half of the game (the characters were travelling through an underground network/canal system). I felt that part wasn't as engaging as I would have liked it to be, the environment always remained kind of paper-y.
Last point, the humor. I feel a humorless Planescape is a dead Planescape. It's an integral part of a very weird and varied setting. Still, I had the feeling that at some point of this game, it became more about the jokes than the rest, which I hadn't really intended. This was a point where I as GM just stepped back and let the players do their thing, which was perfectly fine. Maybe part of the not-so-engaging second part simply was a function of me stepping back, I tried to keep the game going without interfering too much. It also meant the game had a comedy ending, the tone of which did not fit the start of the game very well at all.
So, where does that leave me? I had a lot of fun, the players seemed to have a lot of fun. I also think I could have done better. I could have made more use of the character backgrounds. I think I was right in stepping back and not trying to keep the game more focused, but it left me in an odd spot as GM. We still got a session that would have been a perfect set-up for a campaign. I'm not unhappy with how the game went, even though the text above may sound like it. I'm guess I'm still not quite sure what to think.
It was a bit of a weird game for me as GM. I had a lot of fun. As far as I could tell, the players had loads of fun, which means it was a good game. On the other hand, this certainly wasn't my best run game by a long shot. Part of this has to do with improvisation.
To understand this, I need to talk about the setup for a second. Planarch Codex is a Planescape variant of Dungeon World. The group had been trapped in a thieves guild, they'd served as a diversion for another group, had already lost a member (NPC) and were running onto the streets all beaten up. One of them was hit by a cursed arrow, which would slowly kill that person unless major healing powers were in play (6 "marks" until death, one every half hour and every time the character would physically excert itself, fight, etc). The thieves guild would obviously try to hunt them down while they were running.
Characters would be created at the start of the session, as you do in Dungeon World. In this Dungeon World variant, that part is especially crucial, because characters are the opposite of the typical "cookie-cutter" fantasy stereotypes, they're extremely unique. Pregens would be hurting the game big time.
My preparation for this game: non-existent. First, I wouldn't know the characters until the players came up with them, second, I wouldn't know where the hell the players would be wanting to go, third, by now I've run a lot of games in that setting and had lots of bits and pieces to pull out of my GM-hat, fourth, I do that all the time when I run games that allow me to do it. In this case, I don't think I did it particularly well.
The thieves guild really didn't put a lot of pressure on the characters throughout the game. The characters proved pretty crafty at getting out of their immediate reach and I would have had a hard time justifying any more than the one ambush I inserted. As a result, the guild remained a blank piece of plot paper and the ambush was maybe too much "out of thin air".
The characters the players came up with were fantastic. Unfortunately I missed a number of opportunities to take full advantage of what they had come up with during the second half of the game (the characters were travelling through an underground network/canal system). I felt that part wasn't as engaging as I would have liked it to be, the environment always remained kind of paper-y.
Last point, the humor. I feel a humorless Planescape is a dead Planescape. It's an integral part of a very weird and varied setting. Still, I had the feeling that at some point of this game, it became more about the jokes than the rest, which I hadn't really intended. This was a point where I as GM just stepped back and let the players do their thing, which was perfectly fine. Maybe part of the not-so-engaging second part simply was a function of me stepping back, I tried to keep the game going without interfering too much. It also meant the game had a comedy ending, the tone of which did not fit the start of the game very well at all.
So, where does that leave me? I had a lot of fun, the players seemed to have a lot of fun. I also think I could have done better. I could have made more use of the character backgrounds. I think I was right in stepping back and not trying to keep the game more focused, but it left me in an odd spot as GM. We still got a session that would have been a perfect set-up for a campaign. I'm not unhappy with how the game went, even though the text above may sound like it. I'm guess I'm still not quite sure what to think.