Is my adventure ready for the group? That's the question I need to ask. I know I can easily paralyze myself with analysis. On the other hand this group can be pretty rough on a GM who isn't ready.
I have roughly 3 nights of playing sketched out:
1. Intro night: getting their characters created (I am actually planning on devoting part of a session to this in order to accomplish my goal of having people really know each others characters). Then getting them transported to the world and transforming (if that happens). This should actually be a pretty fun night because there won't be that much playing, so there could, and should, be lots of table talk. My original plan to have the players learn about their new world in this session has changed. I think it will take some time to create the characters. And I might even do a real quick training exercise as well. Then I plan to cliff hanger it as they wake up in this strange new land.
2. Learning about their new world: Picking up from the cliff hanger. This will be the night they meet the people of the new world, and depending on which group they meet up with, getting acclimated to that group. Lots of story telling on my part. Potentially some action, but not a lot to start.
3. Haunted Valley: Exploring, and then surviving the valley of the Dinosaurs. Lots of action in this one, dealing with squatters/survivors. Then trying to beat/survive the encounters with the dinosaurs.
I think that if Forrest asks me in a couple of weeks if I am ready I will answer yes. I think I can get this group moving in a new direction. And I think that maybe part of the problem is that Rippers has just been a little too sedate for this group. We kind of crave action here. Not big on subtle role playing interaction.
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