When it rains, it pours, right? I get four posts one day, and then . . . nothing. I could say that I didn't have anything worth writing about, but I always have things worth writing about.
The current Scary Go Round storyline is quite excellent. Drug (and jam) addled wannabe superheroes is a concept I can always get on board with. To get the full story, you'll want to start roughly hereabouts.
Similarly, progress on the hex map continues apace. I have developed a number of resolutions, regarding the shape of the campaign it will make. I am going to try to include the proper amount of treasure, more interesting and challenging encounters, and the occasional PC death. I had a sharp focus on the story side of my last game, largely because several of my players were interested in that and the others didn't much care as long as they were getting what they wanted out of the game. But there are other skills, and I plan to discover them, and their uses.
In that light, I've resolved not to have an over-arching grand plot. No plans for a final confrontation, no single villain behind all the evils. There will be villains, evil, and plots aplenty, but I won't have any single thread connecting everything from the beginning.
There will be threads, certainly, but I want this campaign to be more free-ranging. Whether or not a villain gets promoted from random underground foe to major arch-villain will, hopefully, be based more upon player interest than long-term GM plan. I do like the over-arching plot technique, but because both of my successful campaigns featured it heavily, I'd like to try something different.
Oh, and gnomes. I think gnomes are going to be a major part of the next campaign I run. Gnomes rock.
Showing posts with label scary go round. Show all posts
Showing posts with label scary go round. Show all posts
Thursday, September 13, 2007
Monday, June 18, 2007
Jam!
Happy now.
Because strawberry jam that makes the sea steam is far from the wackiest thing Scary Go Round has ever pulled. So awesome.
Also: only good can come of cream. This I have learned.
Because strawberry jam that makes the sea steam is far from the wackiest thing Scary Go Round has ever pulled. So awesome.
Also: only good can come of cream. This I have learned.
Tuesday, April 24, 2007
Sunday, February 25, 2007
Inspirational Lunacy
We're going to pretend that I actually posted this on time yesterday, instead of today, half an hour late. I got distracted -- first by Diablo 2, then by the Oscars.
Mostly, I blame the snow, and the general irritation that it has caused. Because I didn't get to play D&D today, which means I didn't get to GM, which means I didn't get my weekly fix. And I need that, man. If I'm going to play with people I don't like, I at least need to get the GMing out of my system. I need the outlet. That's something I learned, a while ago. I play better when I'm GMing my own game.
But that's not what I'm writing about, today. Well, I am, but it wasn't my intention. My intention was (and is) to post about this excellent new comic that I found. (Link through Dr. McNinja, if anyone cares.)
Scary Go Round. I'm only about halfway through the archives, but so far it's been excellent enough to be worth recommending. Even if that first half is the only part worth reading, you should read it, because it's really good. It starts out as a comic about British college students, and turns into this weird, surreal thing that involves robots and architectural disasters and bad science. Mind you, it turns weird pretty quickly, but at least it starts out looking normal.
It's also got wacky inventors. How can you not love a comic with wacky inventors?
Mostly, I blame the snow, and the general irritation that it has caused. Because I didn't get to play D&D today, which means I didn't get to GM, which means I didn't get my weekly fix. And I need that, man. If I'm going to play with people I don't like, I at least need to get the GMing out of my system. I need the outlet. That's something I learned, a while ago. I play better when I'm GMing my own game.
But that's not what I'm writing about, today. Well, I am, but it wasn't my intention. My intention was (and is) to post about this excellent new comic that I found. (Link through Dr. McNinja, if anyone cares.)
Scary Go Round. I'm only about halfway through the archives, but so far it's been excellent enough to be worth recommending. Even if that first half is the only part worth reading, you should read it, because it's really good. It starts out as a comic about British college students, and turns into this weird, surreal thing that involves robots and architectural disasters and bad science. Mind you, it turns weird pretty quickly, but at least it starts out looking normal.
It's also got wacky inventors. How can you not love a comic with wacky inventors?
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