User Tools

Site Tools


blog:20181231_gaming_in_2018

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
blog:20181231_gaming_in_2018 [2018/12/31 11:29] – created samblog:20181231_gaming_in_2018 [2018/12/31 11:56] (current) sam
Line 2: Line 2:
  
 {{ :blog:2018_games.png?nolink&400|}} {{ :blog:2018_games.png?nolink&400|}}
-2018 was a fairly predictable year as far as gaming has been concerned, given that most of it seems to have involved //Pathfinder//. We have had four //Pathfinder// games on the go over the course of the year, two which I've run and two which I've played in.+2018 was a fairly predictable year for us as far as gaming has been concerned, given that most of it seems to have involved //Pathfinder//. We have had four //Pathfinder// games on the go over the course of the year, two which I've run and two which I've played in.
  
 First, there's been my **City of Monuments** game on Roll20, which has been a relatively low powered Pathfinder game set in the city of Magnimar. Being city based, the game has been a lot more socially focused, with actions having potential repercussions on how the group are viewed in the city, and sometimes getting into trouble with the law because they can't just kick down doors and investigate in traditional murder-hobo fashion. First, there's been my **City of Monuments** game on Roll20, which has been a relatively low powered Pathfinder game set in the city of Magnimar. Being city based, the game has been a lot more socially focused, with actions having potential repercussions on how the group are viewed in the city, and sometimes getting into trouble with the law because they can't just kick down doors and investigate in traditional murder-hobo fashion.
Line 8: Line 8:
 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.
  
-On the //Pathfinder// front, there was further continuation of **Serpent's Skull** and **Strange Aeons**. The former has been our monthly tabletop game, that has been going on almost as long as //Rise of the Runelords//. We just completed session 52, and are in the fifth chapter of this.+On the //Pathfinder// front, there was further continuation of **Serpent's Skull** and **Strange Aeons**. The former has been our monthly tabletop game, that has been going on almost as long as //Rise of the Runelords//. We just completed session 52, and are in the fifth chapter of this. It has a relatively standard party of //Ranger//, //Barbarian//, //Rogue//, //Cleric// and //Wizard//.
  
 //Strange Aeons// is the Cthulhu-themed adventure path, which has a different feel to it. My other half is running this, and is a big Cthulhu fan (she also ran the Delta-Green game), so there's a lot more background and detail going on than is probably in the base adventure. This is also an unusual game for us in that we don't have any 'core' characters - I have a //Spiritualist//, then there's an //Inquisitor//, a //Shaman// and an //Arcane Archer// (probably the most standard character of the group). We did also have a //Swashbuckler//, but the player for that left to wander the world (seriously). //Strange Aeons// is the Cthulhu-themed adventure path, which has a different feel to it. My other half is running this, and is a big Cthulhu fan (she also ran the Delta-Green game), so there's a lot more background and detail going on than is probably in the base adventure. This is also an unusual game for us in that we don't have any 'core' characters - I have a //Spiritualist//, then there's an //Inquisitor//, a //Shaman// and an //Arcane Archer// (probably the most standard character of the group). We did also have a //Swashbuckler//, but the player for that left to wander the world (seriously).
blog/20181231_gaming_in_2018.1546255784.txt.gz · Last modified: 2018/12/31 11:29 by sam