I ran the second session of my Sorcerer campaign yesterday. It went well. I was praised for being very evil, in a good, GMly way. People aren't thrilled with a lot of the mechanics, and I am trying to figure out to what degree the stuff we really enjoyed in session hinged on those very mechanics.
I did a combination of prep and non-prep, and I did a lot of improvising that worked both because of the prep and because of the dramatic situations. I also discovered a useful trick that worked for me involving index cards. There was a definite gaming high and a lot of energy. It would have been better if
lordess hadn't been too sick to attend in person, but she did a combination of AIM and phone call on speaker phone.
(Dave: It's okay if she doesn't play because she's sick.
mnemex: She's lonely and bored, and wants to be distracted from being sick.
I hope that we were sufficiently distracting.)
I'd like to fit in a third session of both Sorcerer and Keruton before the end of the year, but we shall see if that is possible.
I did a combination of prep and non-prep, and I did a lot of improvising that worked both because of the prep and because of the dramatic situations. I also discovered a useful trick that worked for me involving index cards. There was a definite gaming high and a lot of energy. It would have been better if
(Dave: It's okay if she doesn't play because she's sick.
I hope that we were sufficiently distracting.)
I'd like to fit in a third session of both Sorcerer and Keruton before the end of the year, but we shall see if that is possible.
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Some were player generated, as when one PC told another how sorcery worked -- which was completely different from how the other PC did sorcery. Some were preplanned, like the twist near the end that caught everyone by surprise. Oh, the timing was not set, and I grabbed the opportunity that had been created, but it was a major pre-planned revelation.
Does this help?
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I can see the point of bangs, and it's something I've tried to include in my own preparation. I haven't had too many player-originated bangs, unfortunately.