I’ve been pondering another major arc game to run at this Fall’s Convergence. I’ve begun to think the best setup for the get-together is a couple of major games punctuated by one-offs. Since Mark has already chosen the first major game to be played, namely his GangBusters Prohibition, and I’m not sure if the other attendees are going to run anything other than a short session or two, the task of coming up with another multi-session game befalls your’s truely.
I started to think about what I really want to run. My choices are numerous since I have books and material and ideas for the following games:
- Dungeons and Dragons – Arguably the best known and easiest to do. I have tons of material and know the system quite well. Unfortunately most of the players know the material I might want to run at least as well asn I. That’s a significant hurdle to overcome.
- Top Secret – I don’t think I should run this until maybe next Spring’s Convergence when the (hopeful) return of the three core members of The Greatest TS Game the Universe has ever witnessed will be in attendance.
- Boot Hill – To be honest, I’ve never been drawn to Boot Hill. I enjoy playing it, but running it leaves me with the taste of dirt and dust.
- Call of Cthulhu – I’d do this were it not for a couple of factors.
1. “You’re all going to die”
2. Keeping players involved in a story arc is an inherent challenge to the game already. - Superhero game (DC Heroes or Marvel) – Ideas I’ve got, player buy-in? I think not.
- KORE – I could do any of the above in KORE, but I think this Convergence should be a return to known quantities, nostalgic era games.
- I could siphon off the aforementioned GangBusters game. – But I think maybe a change of pace may be in order at some point.
- I could run something very gritty, a la Battlestar Galactica, but I’m not sure that BSG pressure-cooker is what is needed in a long term story arc game. Maybe as another punctuation this would make a nice addition.
With all that in mind, I realized I had always been leaning back on the classics… it was time to admit that a good ol’ fashioned old school game of D&D was what I wanted to run. Nostalgia once again rears it’s head and I think this time I’m going to embrace it whole-heartedly. But how to do so?
I could use any of the vast abundance of modules I have for the game. But I risk preparing to run a module only to pull it out to be confronted with the classic, “Yea, I’ve run Temple of Elemental Evil a few times. But I promise to keep my knowledge from interferring” response. And I’m not willing to swap modules and try to run one without preparing first. That just leads to long periods of player-idleness while I peruse the material… not a good scene.
Sorry CT, but it really wasn’t going to work out well. In retrospect, you probably should have done something different. – KO
I don’t have the time to build something new. At least nothing with some depth that isn’t going to be a complete rip-off of something I’ve either run earlier or has been experienced by the players. What’s more, I always hate the methods to generate new high level characters for players. Characters always feel so cardboard when they don’t have history to go with their stats, gear, and abilities.
So we’re back to the question of how do I run something that has some depth, hasn’t been experienced by the players before, and yet can be quickly recalled and molded by me?
To be honest, I was stumped; baffled by this conundrum that didn’t seem to have a solution. And then this morning brilliance (or something I’ll call brilliance) struck. As it turned out, I already had a module prepared. One in which I already knew the material to a depth that I could easily run it off the top of my head with a few notes. In fact, large portions of the game had even already been played by a number of people including myself. Everything I needed to run a number of sessions was done. And as far as I know, none of my players have run through it themselves.
The more I pondered the simple solution, the more I was in GM heaven. – KO
Where you ask, did I suddenly come up with this wealth of session material? Neverwinter Nights.
That’s right. It looks like I’m about to eat some serious crow. Crpgs are about to help me ease the return to the classic pen and paper game. Fitting isn’t it?
I have 3 modules in a 5 part series already built for NwN. In fact, they’re available for download on the Neverwinter Vault here. These 3 modules should be fairly easy to convert back to pen and paper rules while the other 2 modules are already penned out in notes that should be easy to backstep into some good tabletop material. The very layout of the modular setup should help to pace the game so it can be stopped and returned to with ease at the breaking points. Of course, I’ll have to do a bit of alteration to eliminate some of the more “computer game” necessary parts, but that’s not a big deal. The bulk of the work is already done. I just need to convert it back.
In order to keep a sense of nostalgia, I considered going all the way back to the beginning and running the game from the Basic/Expert ruleset. In fact I’m still keeping that option open for now. If not, I’ll run the game in the next best option; namely the AD&D Edition rules. So everybody brush up on those THAC0 rules, we’re going back to the mid-eighties for some serious old school gaming.
Tags: Battlestar Galactica, BSG, Call of Cthulhu, Convergence, Crpg, D&D, DC Heroes, Dungeons and Dragons, GangBusters, KORE rpg, Marvel Superheroes, Neverwinter Nights, NwN, rpg, Setting, Top Secret




