My Top 6 Campaigns of All Time (Part 1)
If you were not actually involved in these games you may not be so interested unless you're the kind of person who likes to read about other people doing and saying dumb things. Personally I find it fascinating. Not only are the stories funny, but I learn about how other people play these wacky games we love which shows me things I should or should not do in my own games.
Let the following be a cautionary tale for everyone!
(Note that as I started writing this I realized it was going to be quite a bit longer than I expected, so Part 2 will follow in a few days).
6. Zompocalypse!*
System: Dead Reign by Palladium
Date: 2009
*Not the
actual name. That’s just what one of the
players called it so it’s how I remember it.
This is probably the campaign I'm most proud of as a
GM. It wasn't particularly long, just a
few months of real time and maybe a half-dozen sessions, but the big success
was how well I managed to immerse the players in the game.
Set in the near future after a zombie apocalypse, I
started setting the scene even before the game began. For two weeks before our first session, I
sent the players fake news reports detailing a new mystery illness that was
sweeping across the world. The reports
grew more and more dire until the outbreak was in full swing and the stories
began to detail the fall of civilization.
In the actual sessions I made frequent use of props and
conventions I rarely use in games. In
one adventure where the party searched through an old abandoned mansion, they
kept finding scraps of paper from a damaged journal. I actually handed the players each piece as
their characters found it, each one strategically torn and weathered and
stained with fake blood. As they
collected the pages they were able to piece together what happened to the
denizens of house and how to unlock its secrets.
In another session they found some computer files
detailing information about the zombies collected by scientists early in the
outbreak. I gave them an actual CD and
they had to dig through the files to get the pertinent info they needed to
combat the monsters. One of the players
poured over it obsessively, trying to unlock the fake files I had loaded on the
disk because she was certain there was something else important there even after
I told her there wasn't.
Then there was the scene where the group had to convince
a senile old woman to help them (she was leader of another group of survivors,
I recall). One of the players'
characters tried to win her over by appealing to her history as an actress and
recited a scene from Romeo & Juliet with her. But I didn't just let him roll his "Performance"
roll, oh no, we got down the Complete
Works of Shakespeare and recited it right there and then. Of course, we were in a group of theatre nerds
and the player was the ONE person who WASN'T an actor (not to mention I was
playing an 80-year old woman playing a young girl), so it wasn't exactly
Olivier, but we all got a huge kick out of it.
Zombie-upon-Avon. |
Anyway, we had a ton of fun with that game, and I have
plenty of more stories (including the infamous moment where one of the players
stripped the bad guy naked and forced him to help her before murdering him in
cold blood) that I'll save for another day. The best part is that I brought it
to a satisfying conclusion with both hope and pathos (one of the characters sacrificed
himself to save the others), something that rarely happens in my games. It was without a doubt the best arc from
start to finish I've ever run.
5. Love in a Cockpit: The Moon Brothers Saga**
System: ROBOTECH by Palladium
Date: c. 1996
**Again, not the
real name. I’m terrible at naming
campaigns.
I've written about this game before, but I had to mention
it again because it still stands out as an impressive feat of
storytelling. We had 15-16 year old guys
running characters way more developed and interesting than any RPG character I've
seen since. The three Moon brothers are
some of the most memorable PCs I've had the pleasure of running into in
any game in any system. The eldest
brother that became a combat medic and refused to fight anymore to protest the
war. The middle brother that developed
PTSD from seeing so many of his friends (including his fiancé) die and ultimately became
an alcoholic that flew more and more dangerous missions trying to off himself. The youngest brother that
was a womanizing screw-up that rebelled against authority but ultimately became
a father figure to his asshole commanding officer's little boy. This was brilliant stuff, and it was made up
on the fly by antisocial teenagers. Incredible.
The only sign the characters were run by immature little
twats were their names: Leonardo, Donatello and Michelangelo. And no, they weren't named after the artists.
Well, and then there was the fact that the youngest
brother kept a very detailed “little black book” of all the girls he had hooked
up, including his own ranking system of their attractiveness (which is easy to
do since RPG characters already have a numerical attribute assigned to their
physical beauty).
14. 14. 16. |
And then there was the
constant stream of jokes they made at their commanding officer’s expense. That one was my fault – I named him Commander
Assman (“It’s pronounced ‘Oz-man!’”) based on an old David Letterman joke, but
the comedy ended up being straight out of Police Academy (which is either is
awesome or terrible, depending on your point of view). There was also another non-Moon brother
player who kept designing and mounting larger and larger prototype guns onto
his mecha to the point where the mech could no longer move but if an enemy starship
happened to pass in front of him (and he didn’t miss) it could blow anything
out of the sky.
So yeah, maybe we were a bit childish at times. But it was still a damn good time.
Unfortunately this campaign never got a proper
conclusion. We were re-creating the
Macross series and got as far as the main Zentraedi assault on the Earth, but
then we took a break to play something else and never got back to it. I actually still remember some of the plans I
had to continue the campaign, and man, it was going to be a good one.
Oh, and I can't mention a Palladium game without a dig at
Kevin Siembieda, so fuck Kevin Siembieda. (Dead Reign, above is also technically a Siembieda game but I modified it so completely it’s barely recognizable as such anymore).
4. Swords of Power
System: AD&D 2nd Edition
Date: c. 1996-97
This was my most ambitious campaign, back when I was in
high school and thought a D&D campaign was the most important thing in the
world. I cannot tell you how many hours
and days were spent creating the backstory and history and maps for this world,
as well as the NPCs and religious institutions and deities. This campaign featured more priests and
clerics than any other game I've ever been a part of (probably because I spent
so much time on the gods and religions, so there were a lot of interesting
options to play). It also featured some
of the largest gaming groups I've ever run - as many as 12 people at one time -
which I don't recommend because it was god awful boring. Just a terrible slog that took forever to get
through anything.
But those nights when we had 5-6 players, oh, those were
the best games. So many memorable
characters came out of those games.
William Half-Squirrel, the half-native ranger who loved fishing ("fishing" was his code word for slaughtering the people who killed his mother in the
first adventure). Halen, the Gypsy
Prince Elf Cleric/Thief, who had to introduce himself to every... single...
NPC... he met by loudly announcing "Greetings! I am Halen! Prince of the Gypsies!"
Literally. I mean this happened like 6
times every session. Shaftobo, the
"urban" elf wizard so obsessed with killing goblins that he developed
a new magic spell with the sole purpose being to fight goblins, and the
material component was goblin penises.
Orf Gorfson the Dwarf, whose player eventually introduced his various
cousins and uncles including Korf Gorfson the Dwarf, Gorf Orfson the Dwarf,
Gorf Gorfson the Dwarf and so on.
Did you know that when you type "dwarf" into Google Image Search, this is the first image you get? Not a picture of a little person ("midget") in sight. Hey Google, not all dwarves are imaginary, you know. Kids growing up today are going to think that Peter Dinklage is CGI.
The campaign eventually got bloated and I became too
ambitious. After defeating the Big Bad,
the main party was split as some characters died and others were lost. I decided to try and run a bunch of short
adventures featuring some of the original characters along with some new PCs. I
wanted the players to swap different characters and try to tell different
stories. It was one of those cases where
I thought it was a great idea but no one else had any interest at all, and the
campaign fizzled and died because of it.
We never did get a proper ending to that otherwise momentous campaign
(we sort of got one much later, which you will see in part two).
Did I mention that I shamelessly stole most the theme/premise
and background for this campaign from Fred Saberhagen's Swords of Power
series? Yeah, that's a whole other blog
post for another day.
Anyway, that's Part 1. I'll be back in a few days with Part 2. In the meantime, please feel free to share some of your favourite games and campaign stories. Lately I've been on a kick for reading about other people having fun.
Thanks for the plug! The zombie game sounds awesome... it seems like it would be difficult to keep one going for any length of time, unless you have a definite ending in mind.
ReplyDeleteNice, your swords of power campaign sounds a lot like the way a Dragonlance campaing I wrote went many years ago.
ReplyDelete