My lunchtime role-playing game campaign is now a reality. Inspired by Mike Mearls' tales of lunchtime D&D 4E campaigns, and after my coworkers jumped at an offhand tweet about a lunchtime game, I'm now running a twice-a-week The Day After Ragnarok game.
On Thursday I was busy writing a one-shot Star Wars: Legacy Era adventure, and wracking my brain about where the crew of the freighter Dark Nebula might take a break while visiting Ord Killan. I didn't want to use yet another encounter in a cantina, so I decided to poll Twitter for ideas. I got a huge number of responses, which I've compiled below.
The first role-playing game I ever played was Dungeons & Dragons. The second was Star Frontiers. Saying I "played" Star Frontiers is something of a stretch; I game mastered one or two sessions in 8th grade and that was pretty much it. Except … it was much more than that. Star Frontiers grabbed the world-building part of my brain, and wouldn't let go. I created the Starrior star system, and populated it with the benevolent megacorp known as Astro Mining & Freighting (or simply AMF). I detailed the vast starfleets of the United Planetary Federation and the smaller – yet still formidable – Starrior Milita.
I filled a three-ring binder background information, fleet configurations, and star maps that depicted the growing Starrior Republic which – looking back – was a sort of proto free market republic dedicated to fighting the threats that the UPF was too cowardly to engage (namely the vile Sathar invaders).
When we were starting our Star Wars campaign and were kicking around where we wanted it to fall within the Knights of the Old Republic timeline, we struck up on the idea of the Mandalorian Interlude.
We knew we want to start the campaign in the Restoration Period -- a relatively quiet, calm time after the Great Sith Wars -- but at some point we'd enter the Mandalorian Wars, followed by the Jedi Civil War.
What we didn't want to do was slog through every era. The idea was to skip the campaign forward every few levels, allowing us to hit the high points of each era, but not get bogged down in none of them. At the same time though, we thought simply skipping forward 3-4 levels and five years would feel disjointed without some sort of transition.
Enter the Mandalorian Interlude.
For 6-8 self-contained adventures we're going to trade in our regular characters for Mandalorians from Clan Olan. They're old school, individualist Mandalorians who aren't sure what to make of the neocrusaders who are trying to establish order and conformity throughout the clans. The interlude gets everyone -- casual and diehard Star Wars fans -- up to speed on the Mandalorians and their culture while simultaneously showing everyone exactly what it is the Mandos are fighting for.
Giants stalk the land, threatening one of the few flickering lights of civilization. Someone needs to deal with the threat ... and it turns out that's us.
My gaming group is returning to Dungeons & Dragons 4th Edition with a megashot of Revenge of the Giants, the new super module from Wizards of the Coast. I received a review copy of the book in October, and at the time I knew it was a perfect chance for my group to experiment with 4th Edition again.
We played 4th Edition back in Summer 2008, but decided we didn't want to convert our regular campaign to the new game. A few of us have continued to dabble in 4E however, and there's been interest in getting another game together.
Revenge of the Giants is that game and we're going to carve off a huge chunk of it with an eight-hour marathon post-Thanksgiving session.
When will people start listening to the Herald of Bob? I argue. I reason. I yell. I shout. But no one, not a single blessed soul, every fully understands that Bob is the real enemy. And that if he's doing something that looks like it's going to help you, that means he's about to win. Or setting up a win in three moves.
He is, by no means, actually helping you. And he is the real enemy.
Our Star Wars campaign reached a major milestone last Friday: our heroes bought their first starship. The group is loosely divided into two factions: the Jedi padawans and the crew. The later group served aboard a ship known as the Aeon Harrier, which the Jedi occasionally contracted out for missions. It served as the group's spaceborn home for the last 15 game sessions.
In 12 years of adventuring in Greyhawk, our group built up a number of legends, told, but never experienced. The recovery of the soul-devouring sword Blackrazor is one of them.