Friday, July 31, 2009

Playing the Dungeon of Voorand - the end?

Last night we had the final session for the campaign. At least it will be the last session with these players, and in Kingston ON. I ran it like I have done it since the start, with a Megadungeon and a sandbox attitude where the players decide what they want to do and the world develops according to their interests. When I have felt unsure I have tried to follow Vincent Baker's advice and "say yes or roll the dice" seem to work just fine. I think the experiment have been a success, and I feel it closed on a chord with power and harmony.

The construction kept going on, and a college, housing and entertainment of various kinds are now available outside the dungeon. I didn't feel I could do as much with that potential with such a limited time, but I still liked the possibilities of adventure that could provide. Maybe they will stay and will become a part of the setting for when I find a new group.

The delving was a bit short, since we all were a bit unfocused. But, we had some glorious fights with gigantic spiders and they managed to poison a delver. I was kind and didn't kill anyone with the venomous bite. The best use of a magic item was definitely the Redecorating Wand, which so far had not found much use. Now, with cobwebs all over the place it found its use and it transformed the corridors into nicely decorated tunnels with drapes of spider silk. Pretty. In the dying moments of the session I short circuited some laborious tunnel crawling and described the vista of the Lost Underground City which they found according to the map they had purchased. Since they had quested for the goblin city and the crystal forest for so long I gave them a glimpse. End with a hint of more and they might keep dreaming. At least that was my hope. In the end everyone got a diploma as a superior delver and thanks for showing up and making it fun. It felt like a cool way to send off the campaign. Someone did this with their Mage chronicle (was it ChattyDM? I can't find anything on his blog archive!) and it seemed nice.

So, as I said the format for the game seems to have worked pretty well. I'm not that fond of the Kremm Resistance rules, and I'm beginning to think that ablative armor like in 4th ed might add a nice dimension of resource management. I'll probably also do some testing with the experience for gold rule next time. Tunnels & Trolls is a fun system, and I think the progress of the characters in the campaign made it feel like an accomplishment, but not so slow as to make it feel like you was at a stand still. What will be my next big RPG project? Time will tell, but I have had suggestions for a WH40k rpg. We'll see.