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blog:20181231_gaming_in_2018 [2018/12/31 11:29] – created samblog:20181231_gaming_in_2018 [2018/12/31 11:30] sam
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 I also ran the fifth chapter of **Rise of the Runelords** - Sins of the Saviors. Though this was probably the most dungeon crawl-like of this adventure path, it went quite well, though I learned that getting and painting miniatures for all the creatures is a lot more expensive and time consuming that I'd expected. This path started in 2014, and I'm hoping to finish it next year. I also ran the fifth chapter of **Rise of the Runelords** - Sins of the Saviors. Though this was probably the most dungeon crawl-like of this adventure path, it went quite well, though I learned that getting and painting miniatures for all the creatures is a lot more expensive and time consuming that I'd expected. This path started in 2014, and I'm hoping to finish it next year.
  
-At the beginning of the year I tried something different - a one shot adventure set in 1920s Europe using //D6 Adventure//. The group were a bunch of German (pre-Nazi) secret service agents, tracking down a defecting spy on a very pulp adventure that took them across to Indonesia, with a bit of the supernatural thrown in for good measure. It worked quite well, but the characters seemed a bit overpowered for my tastes, so if I were to run it again, I'd look at either dropping the power level, or upping the opposition.+At the beginning of the year I tried something different - a one shot adventure set in 1920s Europe using **D6 Adventure**. The group were a bunch of German (pre-Nazi) secret service agents, tracking down a defecting spy on a very pulp adventure that took them across to Indonesia, with a bit of the supernatural thrown in for good measure. It worked quite well, but the characters seemed a bit overpowered for my tastes, so if I were to run it again, I'd look at either dropping the power level, or upping the opposition.
  
 In terms of what I've played, we also tried **Delta Green** on Roll20. There was far less need for tactical combat maps compared to //Pathfinder// (no real surprise there), and it worked quite well and was a lot of fun. The GM made heavy use of real places, and allowed us to use Wikipedia and Google Maps to do some research into things (after all, the game was set in the modern day). We ended up on //Devil's Tower//, dealing with strange other world entities. Much as you'd expect. In terms of what I've played, we also tried **Delta Green** on Roll20. There was far less need for tactical combat maps compared to //Pathfinder// (no real surprise there), and it worked quite well and was a lot of fun. The GM made heavy use of real places, and allowed us to use Wikipedia and Google Maps to do some research into things (after all, the game was set in the modern day). We ended up on //Devil's Tower//, dealing with strange other world entities. Much as you'd expect.
blog/20181231_gaming_in_2018.txt · Last modified: 2018/12/31 11:56 by sam