|
Post by bentpaperclip on Jan 13, 2017 17:05:18 GMT
What will keep the PCs together? For instance, What if a group hops dimensions? Will the other players still be in the old one or will they be dragged along?
The last game had the KBC. Everyone worked for the same company, and regardless of travel, usually started and ended there so that they could be available for the next game.
|
|
|
Post by logan9a on Jan 13, 2017 17:19:38 GMT
What will keep the PCs together? For instance, What if a group hops dimensions? Will the other players still be in the old one or will they be dragged along? The last game had the KBC. Everyone worked for the same company, and regardless of travel, usually started and ended there so that they could be available for the next game. Dragged along is the best answer that I can give without spoilers. But yes - I did think long and hard about all of the different stuff I wanted and needed within the game setting. As you point out - keeping the party together is vital. I can think of nothing more boring for the other players than me dragging one off for a period of time of private roleplay then coming back to the party. The most I like to do with that is the old 'slip them a note' (now on computer!) and talk to the rest of the party while they read the note with a look of growing horror. But yes - there is stuff in place to keep the party firmly together. Disclaimer: I have no plans at this time to combine the party into one giant creature although admit there is a possibility of Travis getting to play the right arm (maybe the hand as well) while someone else controls the other arm, etc. I could see that happening if the party somehow develops then finds a giant Japanese robot fetish thing. Oh, those crazy Japanese with their human controlled giant robots.
|
|
|
Post by bentpaperclip on Jan 13, 2017 17:27:37 GMT
I was more speaking about players in one game moving the campaign in one direction (to a new dimension) and then other players still being in the old one - or having no choice in being dragged to the new one.
For example, Friday's group decides this dimension sucks, we're leaving. Saturday group shows up and finds all the groundwork they've laid for [insert goal here] is moot because they aren't even in the same dimension anymore.
|
|
|
Post by logan9a on Jan 13, 2017 17:37:36 GMT
I think I'd handle that however it seems appropriate at the time though it will be tricky.
For example: Joejoe has a group, Mary has a group.
Joejoe's group likes the Knitting Area. They stay in the Knitting area and are happy to live there forever.
Mary's group doesn't like the knitting area. They roam around looking for the Dread Rug Making factory.
Travis is playing in Mary's group. He likes Mary's group because he gets to go to new and interesting places and kill new and interesting creatures.
But tonight Travis is playing with Joejoe's group. Their group is in the Knitting Area.
Now, Travis is in the Knitting Area. He will exact revenge upon the inhabitants.
But the next session Travis finds himself back with Mary's group and is content with his roving killing.
I'm thinking whichever area the majority of the group is in if they are wanting to stay put they will be in.
But -
Let's say that while Travis was stuck with the Knitting people's group, he convinced them to go to (let's use something I despise because it's been done to death) Whitechapel to hunt down and kill Jack the Ripper.
Next session - Mary's group discusses excitedly Whitechapel and how much they'd like to go there.
Fuck it says Logan - and when the session starts, all are in Whitechapel where they find Jack begging Travis not to gut him like a fish.
Sorry for the rambling answer.
I think it's pretty fluid depending on what the group wants to do. If one guy really wanted to be in the Knitting area but the rest of the group said Whitechapel sounds better even though we only had one guy visit it - the one guy will end up sucking it up.
If the group is evenly split (possible with four players) then it would be whichever area Logan thought was better for story continuity or to sate his bloodthirstiness.
|
|
laughinggoon
Roomba Maintenance Person
Cecil, Overseer of the Blood-Dome
Posts: 85
|
Post by laughinggoon on Jan 13, 2017 19:44:35 GMT
Excellent!
*runs off to take points in Jury Rig*
|
|
|
Post by logan9a on Jan 13, 2017 19:49:10 GMT
Excellent! *runs off to take points in Jury Rig* A demonstrably handy skill - assuming you have stuff to MacGyver together yes.
|
|
|
Post by bentpaperclip on Jan 13, 2017 19:54:59 GMT
So you might have different groups in different dimensions with characters teleporting back and forth depending on which day they game on and if they miss a game. Maybe I'm not understanding it well, but that seems like it would be difficult to build story around - assuming we're doing the Sliders-style whole new world/NPCs over and over again.
|
|
|
Post by logan9a on Jan 13, 2017 20:01:55 GMT
So you might have different groups in different dimensions with characters teleporting back and forth depending on which day they game on and if they miss a game. Maybe I'm not understanding it well, but that seems like it would be difficult to build story around - assuming we're doing the Sliders-style whole new world/NPCs over and over again. Quite possibly but I'm willing to give it the ole college try. So to speak. When I first started trying to figure out what kind of game I was going to run, I tried to come up with something that would work with the same kind of player set up we had last time (mostly regulars, some guest stars with the ability for regulars to take time off as needed and substitute in more guest stars) while running a different kind of campaign. I also wanted something massively flexible so that not only could I tell a few stories but I could tell massively different types of stories with story threads running throughout. Example: While trying to find out more about Sewing, Travis discovers deeper mysteries about the color 'green' while in Weaving World. Rather than just running a random channel changing episodic game with different characters. I've never liked that because the characters never really build up personality and have interesting back stories. While sitting around the campfire outside of a K-Mart, Travis sings a song about weaving the color green. Onlookers assume he is stoned out of his mind - not realizing that not only does he possess great and universal truths but extremely potent LSD.
|
|
|
Post by logan9a on Jan 13, 2017 20:07:25 GMT
Oh, I almost forgot;
If someone wants to take really odd languages (consult your old character sheets for examples) when making their character, they can!
|
|
|
Post by bentpaperclip on Jan 13, 2017 20:16:39 GMT
Logan - it sounds like you are very excited about this new campaign! I am excited also, but I also want to not repeat previous mistakes. Let me direct your attention to : heroiccthulhu.proboards.com/thread/3778/game-playingThis is the thread to your last campaign - Amazing Lost. We played amnesiac characters from the modern day in a Logan-esqe fantasy setting. You put a lot of work into this one and had very clear ideas about how you wanted the game to be. The players were pretty much, as the title says, amazingly lost. The game became pretty tense and then imploded. Part of this was Logan succumbing to chronic stress/depression and part of it was a lack of communication/understanding about the game and world itself. If there are lessons to be learned, lets take them from the previous campaign so that HC: Awaken Deeper is awesome from the get go.
|
|
|
Post by logan9a on Jan 13, 2017 20:57:17 GMT
Yes, I am excited.
I'd actually completely forgotten about Amazingly Lost. Those were dark fucking days for Logan.
Right - I think that communication and understanding about the campaign might be a very clever idea.
Especially given that.
I hate saying things that might give some shit away however you are quite right. I should give away some of the stuff so that I can give a clear vision of what I'm expecting in the campaign.
Travis was quite right when he mentioned a 'Sliders-style' campaign. Mix that with the slow information trickle of the TV show "Lost". Gosh, I hope that Amazingly Lost doesn't fucking jinx it.
Apparently I wasn't yet done telling the story from Amazingly Lost as the PC's have lost some (or more, depending on what skills they take) of their memories.
What I'm imagining for this campaign:
The PC's are going through the worlds, doing some exploring - figuring out the rules for the world (there are some differences - some major, some minor in each of the worlds) and finding their way to the next world.
They can make friends and enemies in each of the worlds while perhaps discovering some of the secrets (which they may need later - or much later as I have like 9 fucking months to build this pig) from some worlds to use in others.
It will be up to the players to determine how long to stay in each 'world' (assuming they've found the way or ways to move to the next). The only danger here I could see is if they stay in one world past the amount of shit that is available for that world. If they do it will become a 'time passes, you get older. And older' (or whatever). Assuming the PC's move around to new and interesting places from time to time and explore them, they should continue to have new and interesting experiences. If they stop, that will probably end their involvement within the campaign. My job is to make the new places interesting enough to want to find and want to explore.
[PC's no longer can 'train' by sitting around for months at a time to gain new skills. There is a different way which both needs to be found and will be declared much more inferior by the players out there. But this new way does not cause the campaign to stall as the PC's sit around for months in one place just to gain skills.]
|
|
|
Post by logan9a on Jan 13, 2017 21:04:34 GMT
Note - the trip may not be all one way either.
Pete: "We've got to go back." Richard: "Where?" Pete: "To the knitting world. (dramatic pause) We need Travis' chair." Travis: "I knew it!" Richard: "But the unicorns won't carry the chair! How would we get it here?"
And so on.
|
|
|
Post by bentpaperclip on Jan 14, 2017 0:16:29 GMT
I understand that. I was more commenting on characters ending a game in one place and reappearing in another with no explanation. That worked for Doyle but less so for sane people.
|
|
|
Post by logan9a on Jan 14, 2017 0:22:06 GMT
Fortunately, I've figured out how characters can 'just be there'. Or not be.
There are times when someone has to leave unexpectedly or whatever. Got that covered.
Does what I'm imagining for the campaign make sense/sound wonderful, etc?
The bad thing about trying to have a campaign that may have some surprises is that you can't bounce stuff off people.
|
|
matchstickman
Agent
Messiah: Will rise again
Creator of and most frequent player of the Heroic Cthulhu Drinking Game
Posts: 2,939
|
Post by matchstickman on Jan 14, 2017 13:11:18 GMT
The bad thing about trying to have a campaign that may have some surprises is that you can't bounce stuff off people. Find someone who is definitely not going to be playing but is someone you respect as a GM, I might suggest Bert if he is not going to be joining us.
|
|