Thursday, September 24, 2015

Revisiting T1, four years later

As I'm gearing up to kick off a new campaign (and as I've been bogged down with a cold all week), I've been reading, a lot. AD&D blogs, Realms stuff, DMing books, you name it. One thing I did was revisit my posts from running T1 for high school buddies a few years back. We played four sessions, sorely needing one more, but due to scheduling and life, we never got it in. It'd have been nice to wrap that one up.

In any case, what really stood out to me in those games was how they practically ran themselves. The village and NPCs, everything simply reacted to what the characters did, and the successes and failures they found. There was an overarching plot to the moat house, but it mostly lurked in the dark, away from the spotlight. It was all about the PCs.

The Ravenloft game we just ended was pretty railroad-y, most of the way. Ravenloft's atmosphere demands that, to some extent. But I really want this next campaign to reclaim the "sandbox" element and freedom of direction that we had with Hommlet. It's D&D in its rawest form. Plot is like a good spice: a little goes a long way; much more than that can ruin the dish.

T1: The Village of Hommlet (part 1)

T1, part 2: a mixed bag

T1, part 3: A Feasting of Ghouls

T1, part 4: In the Arms of the Enemy (literally)

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