One man's mumblings..... Look at the size of that thing! : comments.
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Re: Mental gymnastics
Re: Mental gymnastics
And I'm assuming that my GMing is part of the reason that you find KAP appealing, for which I'm flattered.
But, do you REALLY want to spoil the surprises in store for you? Do you REALLY think you'd be able to resist peeking ahead - or that you could run a campaign properly without knowing what was to come? It'd be one thing if I'd been running it for a few years and we were WAY far from the beginning of campaign. But given that the clock's going to slow down shortly, we just wouldn't be that far ahead when you started running (which would probably be about the time I'd be ready to take a break).
Although, to be fair, I know that, historically, you're only good for about 6-10 sessions before you lose interest and wander off to find something else ;-)
Re: Mental gymnastics
No, I don't want to spoil the surprise. Although I do think I'd be able to resist peeking ahead, I don't think I could run the game well without having an idea what is coming ahead, which is precisely why my mental gymnastics went nowhere, and I ended up diving into SW inspired mania instead.
Re: Mental gymnastics
Uh huh. That and three more manors will make you a banneret ;-)
To be honest, I have my doubts about Star Wars. The system (assuming you're using the old WEG d6 version) is pretty whacky, and it's hard to capture the right tone. And obviously, we'd have to start all over, campaign-wise (not a bad thing). And I think we'd need to be clear about the campaign direction before we started, and have a group chargen session, to avoid some of the mistakes from last time.
Personally, I was really intrigued by Interstellar Wars and had my hopes pegged on that (assuming that Heart & Sol was lost like a misjumped far trader)
Re: Mental gymnastics
Interstellar Wars is a great idea, and I'd even have fun re-examining Heart & Sol, but I've not been able to come up with a good solid story arch to make a good campaign of the former, and I've not yet figured out how to revive the latter in any way that is meaningful. I do regret the last bit, because I know that players had a good time with it. It is unfortunate that the length of time a campaign lasts with me running is inversely proportional to the amount of time and energy I have invested in said game. :-/
Re: Mental gymnastics
Re: Mental gymnastics
Given that I don't think we ever really hit the main arc in H&S, I'm not sure that I can offer much advice on salvaging it. As much as I loved playing Don Francisco, I have to be realistic about it.
I'd be happy to sit down with you sometime over the hiatus/school break and hash out story ideas. But the best suggestion I can make is, as much as possible, rely on professionals! It's hard enough to write a single, coherent adventure, much less a whole campaign. And it's just too damned much work for those of us trying to also balance jobs and/or school, friends, sigots, and other interests.
That's why I stole liberally from Masks and a few other places for Southern Exposure, and why GPC is going so well. Given that we've already gotten around 50 hours of gaming out of GPC, and are maybe 10% of the way through it, $50 is a real entertainment bargain!