June 23, 2012

Other Campaign Updates

In light of the New Jedi Order campaign having pretty much wrapped up (GM said he wants one more session to 'tie up a few loose ends' this coming Wednesday), I thought I might review the other campaigns I've been playing in, as well as ones that I might be planning for the future.

Sadly, it seems that the Dresden Files game I was in had fizzled out due to the GM having no clue where she wanted to take the story as well as some difficulties handling a couple of characters (my Dresden-esque wizard being the lesser of the two offenders),  There may be some hope of this picking back up once the Paranet Papers supplement comes out, but if not, then at least it was fun to play a smart-ass young spell-slinger for a while.

My friend's The One Ring campaign is still going strong, though I never did make a post about the last session we played a few Saturdays back.  Our odd group of would-be heroes were tasked by Gloin to deliver an urgent missive to none other than Radagast the Brown, member of the Order of Wizards and White Council.  We had a pretty "interesting" trek through wilderness along the Old Forest Road that cuts through Mirkwood, including a chance encounter with a group of Wood elves, a few run-ins with goblin raiders, as well as a pack of spiders that had pretty much subdued a feisty Woodman lass and slain what we presumed to be her two male traveling companions.

After coming to the comely lady's rescue, she introduces herself as Derawyn, apprentice and ward of the Brown Wizard, but when teased by both the elf and dwarf as to why she didn't just use her magic to banish the spiders, she grew a deal more modest when replying that the magics she knew were more subtle and better given to tending the ills of body and spirit, which she proved by using a song of healing on Brander, who'd taken some nasty hits from the spiders during the attempted rescue.  She was returning to Rhosgobel after concluding a task for her mentor, and would be much appreciative if the Company would permit her to travel with them the rest of the way.  Well, we reach Rhosgobel without further incident, only to find that scouts returned only hours before with word of a massive orc raiding force that will likely strike that night. Better still, Radagast is absent on "some wizard's errand," leaving the Woodsman village without it's most powerful protector.  Gee, if only there were a group of stout-hearted adventurers in the neighborhood... oh, wait there is.  So we wind up joining in the defense of Rhosgobel, and many an orc was slain that night, with Brander, Bruni, and Caranlas making like Aragorn, Gimli, and Legolas during Helm's Deep :)  Finally, just when it seemed we were about to be overwhelmed by one last desperate surge of orcs, the dawn came and with it Radagast, with the combined presence of the two forcing the foul minions of the Shadow to flee back into the depths of Mirkwood.

Once the injured had been seen to, Radagast gathers the Company so that he might hear the message we were tasked to bring.  The message was from Dain Ironfoot, King Under the Mountain, and concerned a rising number of orcs spilling down from the mountains as well as those that survived the Battle of Five Armies, and the Brown Wizard concurs that some fell power had caused the orcs and goblins of the Wilderlands to stir in such numbers; he fears the attack on Rhosgobel will not be the last settlement of the Free Peoples to be laid siege to by such reckless hate.  Fearing that a new threat lurks on the horizon, Radagast asks that we ferry a message for him, only this time we are to bring that message to none other than the King of the Elves of Mirkwood.  The wizard also makes it a point to thank us for coming to the Derawyn's aid, and as such he owes the hero a minor boon to be named once they have delivered his message to the Elf King, though we were permitted the chance to rest.  The Company agreed to make Rhosgobel a sanctuary as our Fellowship undertaking, so at least we've got an additional base of operations, one that's closer to Mirkwood even.  We gather once more on July 7th to continue the adventure, and I'll admit to being very curious as to where this is going.  Timewise, we've passed through spring and are into early summer.

Back to Star Wars, the Skype-based game that Ben "Cyril" Erickson is running is still going strong, with our next session planned for this coming Sunday night.  The session before last ended with us getting knocked unconscious after a prolonged fight aboard a supposedly derelict freighter, only to have us wake-up next session with a (most likely) drug-induced dream sequence that left a few of the characters freaked out and us apparently trapped in a compound someplace.  We finally managed to escape our freaky captors (vestigial heads for extra freakiness) and made our way to a docking bay, just in time for another firefight.  Which was where the last session ended.

While I've stepped out from behind the GM's screen after the last two Star Wars campaigns I was running pretty much fell apart due to lack of player interest, I've been getting an itch to run something.  And spurred by a bit of gaming nostalgia and a recent Kickstarter for Deadlands: Noir setting, I picked up Savage Worlds and Deadlands: Reloaded.  Just so you know, I was a huge fan of Deadlands back in the day, though I'll confess a minor preference for Hell on Earth, the post-apoc Deadlands setting.  While I wasn't all that impressed by Savage Worlds on the first go-round, I picked up a hardcopy of the Savage Worlds Deluxe book, and I must say I'm pretty intrigued by how much quicker and cleaner the system runs compared to Deadlands Classic.  Big handfuls o' dice for skill checks are gone (generally a good thing in my opinion), and the Edge/Hindrance system looks to have been very nicely streamlined.  I've got a bunch of notes pertaining to a Deadlands Classic mini-campaign that I never got to run, and while it needs a bit of polish, I might just be able to get that sucker into play-worthy shape.  Trick will be rustling up a posse of players, but on-line gaming might make that task a mite easier, though time'll tell.

Also on the horizon is our SW NJO GM is looking to giving the Marvel Heroic RPG a try as a campaign, with the agreed upon theme being "TeenAgents of S.H.I.E.L.D."  Yeah, we're playing teenage supers that are working for/with S.H.I.E.L.D. in some capacity or another.  X-23 and Darkhawk are already going to be part of this group, but not sure yet who the others will be, though I'm sure it'll be interesting.

So that's whats going on campaign wise for me.  How about you guys?

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