Party went bananas. How do I keep the campaign going from here?
Warrior Monk:
I wouldn't call it a playtesting, since we are using a hack of Anima, with aspects which aren't exactly plot-oriented priorities... and we aren't evolving the game anymore for the moment, though it still shows flaws here and there. By the way we are using the system it could be still D&D GM'ed by a irresponsible storyteller (ok, just kidding but you can get the idea)
However I posted this to adress the fact that players indeed took me out of my comfort zone for a moment, but then I tried to look at it as a challenge to see if a system designed for a dungeon crawler game could work into a political complot... and still feature some combat. Gladly I can do this without adding more rules, but I still was lacking then enough ideas about how to direct a political complot campaign.
Daniel36:
I don't know how Anima works, but if I was in this situation as a GM, I would keep things really simple, but you guys will find out I am a fan of relatively simple stuff.
This actually reminds me of one of my influences, Suikoden. In Suikoden you gain a castle after a while, and from a 6-party standard RPG it suddenly throws in things like army-size warfare and searching for allies. The army warfare was really simple. It was basically a rock paper scissors deal, and keeping in that simplicity, you could just dice off for any given situation. Give people bonuses on their rolls if they have an Aspect that matches the situation, and just dice off with the enemies.
You don't even have to show them that you do it this way. Just dice off behind your GM screen. They wouldn't know if your roll a D6 or D100. But that's just me.
It does sound like the campaign took a really fun turn! I would love GMing that!
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