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Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts

Sunday, April 21, 2013

So You Saved an Orphan. . . Now What?

Okay, so your heroine has saved the dashing prince from captivity by a fierce dragon (ha!) or your heroes are responsible for freeing a passel of orphans taken captive by an evil lich. Ideally, you've done something heroic, saved lives, gotten a parade, had a statue built in your honor, and you ride off into the sunset. Ideally.

But even if all of that stuff happens, you still have to figure out what to do with your newly saved subject. Exactly what do you do with the fifteen orphans you just rescued? It isn't as though they have a home to go back to. What about the prince who now feels honor bound to marry your heroine? Or heck, your heroes save a bunch of foreign slave girls who can't go home because it was their father's who sold them to the evil pirates, what do you do with that?

Here's the thing: I don't know.

This is where I get hung up, as a player, in taking the next step and my GM is merciless about this. He's the "oh, you just did something awesome and saved a kid? So what do you do with him?" kind of GM. Victims don't just go away because my heroine's heroic moment has passed. They stick around and I have to figure out what's to be done with them. This has, in fact, been the subject of several games wherein I struggle to find a place for these wayward NPCs.

And I'm often given to wonder how other groups deal with this particular issue. What others do with these NPCs in need of further saving. So help me out here.
  • What do you do with those your hero has just saved? 
  • Is it an issue in your game?
I'd love to hear how you resolve these issues so that next time I can be prepared, rather than shuffling them off on some church or whatever. Or worse yet, adopting them. My characters are terrible about taking in the wayward, homeless child. The absolute worst!

Thursday, March 21, 2013

Everybody Starts Somewhere. . .

I wrote my first adventure today and I am beyond nervous about it. Not only is it a system we've never played before, which makes it solely my domain--that actually makes it a smidge better, not to have to follow after my husband who is an amazing GM--but I've never run a game that went really well. Oh, my awesome husband's always willing to tell me it was fine, but most of the time I highly doubt his sincerity. It's not his fault. I'm just not great at GMing, but in my defense, I also don't have 25 years experience. In fact, I have zero years experience.

Which brings me to what the heck I'm doing here. To call me a "reluctant GM" would be a huge understatement. But, unlike all the other times I said I'd do it and then promptly procrastinated until the hubs dropped it, I'm really going to give it an honest go this time. I found a system I wanted to play and was informed, without ceremony, that if I wanted to play it, I had to GM it. Although, I got him to admit at dinner tonight that if I'd flatly refused, he would have done it. He wants to play too.

So, now that I have players--my husband, Matt, and a friend, I've always been fond of the cozy gaming group--and an adventure, I don't suppose I'll be able to procrastinate much longer. I've just to finish reading over the rules and we'll be off. Wish me luck and come back to find out how it went. I'm an avid blogger, blogging gives me a kind of courage and inspiration I can't get any other way, so a blog seemed the perfect companion as I fumble along. I'll learn this and share my successes, and inevitable failures, as well as my games and some tips I get from my husband's two-plus decades of experiences, along the way.