[DitV/Glorantha] Con game question

<< < (3/3)

Chris Crouch:
Coming late to the party...

Quote from: Web_Weaver on April 29, 2008, 04:57:01 AM

Travis, that must have been an efficient game, maybe the time restrictions focused everyone to keep it simple, I totally agree with you Moreno and Newsalor that it is a good way to introduce the mechanics, but how long did that accomplishment phase last?

I was Travis' GM for the DitV session in question.

From memory, character creation & accomplishment took maybe half of the session, maybe a little less.

Unfortunately, my session report has disappeared to the great bit-bucket in the sky, but my session report from the previous year's con is still at: http://www.indie-rpgs.com/forum/index.php?topic=21725.0  My town write-up from last year still live on: http://www.users.on.net/~chris.crouch/cgi-bin/wiki.pl/DitV_at_Vorpalcon2007

Basically, by making sure that the situation grabbed the players immediately, so that they didn't spend time just wandering around looking at the sights, I had no trouble finishing things off in our 3-hour session.

Chris

Web_Weaver:
Quote from: Mike Holmes on May 07, 2008, 11:30:19 AM

Hey Jamie,

Did the game happen yet?



Sure has!

Worked out very well, used accomplishment scenes, and two out of three of them were based on their familial relationships from their pre-gen write-ups which effectively prefigured a lot of the following drama. The up close and personal nature of the accomplishments set a very intense tone for the rest of the game which I really enjoyed and I know the players did. We also took the opportunity that one shots provide to have the town relationships be immediate relations so we had major NPCs be a younger brother, a fiancée and a mother. This made the situations especially 'grabby'.

As for the timing, accomplishments and character sheet tweaking took around 45 mins which would have been fine had I not pitched the amount of stuff going on in the town at a far too complex level to play through the whole thing. I hadn't quite realised how the emotional intensity that I had pushed for would effect how much conflict would ensue, such that the small area of the town's problems that they did complete felt like a full game in its own right.

As to the setting change it worked excellently, I listed a few things that were taboos in the region to set the tone and had Swordplay/Death Magic as the D10 level, and that was about it, everything else worked out by direct analogy. One player commented that it was no wonder that Humakti were so grim all the time, because once they got home they had to wipe out half of their friends and family. Large amounts of death did not ensue but there was an undercurrent of tension. 

All in all, it was a great game thanks to the players' buy in to their pregens and their willingness to dig deep and get personal, so thanks guys, if you read this, for a fun time.

I hope to sit down and write an actual play report at some stage, I had really wanted to record the session but the venue was a little crowded so a report will be the best way to preserve my memory of the game.

Thanks everyone for your input and advice.

Navigation

[0] Message Index

[*] Previous page