I didn't have a job.
Now I have it back.
And I've been running Lamentations of the Flame Princess.
So far, the game has been a series of dungeons, nothing too amazing.
The whole time I'm running the game, I find myself trying to calculate THAC0. More than a decade of running the calculations in my head has left a mental void when it's no longer needed.
My current crop of players seem to enjoy the more simple mechanics, however. I'm weaving a plot thread through the adventures that will eventually lead the players to Death Love Doom, but I'm trying to beef them up a bit before they face the horrors therein contained.
The thing I wrestle with most is the experience point system. With such a de-emphasis on monster slaying, recovering treasure is the only real way for the players to gain a level. This is counter-balanced by the expense of choice items and the cost of researching spells and scribing scrolls, but years of running games with boot-strap adventurers gaining most their xp through slaying and using their hard earned gold pieces to feed themselves and replace ruined equipment make me feel as if I'm running a Monty Haul campaign, especially when I have to add treasure to a prefab dungeon.
In other news, In my buddy Eddy's homebrew adventure, our characters are approaching the cusp of heroism.
We have recently become the champions of forgotten Gods, gotten guidance from our own personal Obi-Wans, and been outfitted with some magical do-dads. We're approaching the stuff of legends and it feels allllright.
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