demonicgerbil: (Default)
And so, a month and a whole lot of not caring later, the perilously unbalanced mass combat happened with only two players (Ice and Shinen) present. Which ended with the good guys getting wiped out completely (after we hit fast-forward and stated the obvious).

So, it was a fun game. Too many delayed/rescheduled sessions. Too many players missing too many sessions. But it was fun.

And at least it's over.
demonicgerbil: (Default)
The primary purpose of this session was to transition us to the end of the campaign: the final climactic battle between the vast Orc horde and the disciplined Imperial legions. To do that, and to put the burden of coming back with the news on the players, I needed to somehow get the lowbies out of the fortress.

What's one thing an army needs? Food!

So off to a nearby, previously unmentioned due to it not being important, town. They get there, I give them a chance to RP with each other or the townfolk (not that they ever RP, I'm playing with mannequins here), throw a few potential hooks out if they want them, and see what happens. What happened was mostly nothing.

So it's off to starting the rumor mill, which leads to the players running for their lives back to the fortress. All in all in, pretty successful session. Maybe not the best, but far from the worst.

Monsters in Session 14
demonicgerbil: (Default)
This was totally just a quickie thing. I was tired tonight, the constant "SCIENCE!" thing going on saps my creativity. But we did a little plot reveal, the players picked the direction of the plot, and in two weeks it'll be go go go time.

Also, I just finished putting the backlog of monsters up on the ffmonsters wiki. Check it out, or look at older posts in this tag for the links.
demonicgerbil: (Default)
And so the Bonus Dungeon ends. Three more minibosses fell to the party, after steamrolling over them some more. It was pretty awesome to watch, really. After the final grueling ordeal, the party went to the last room of the dungeon where they were tempted. The usual story: wealth, power, everything they ever dreamed of. Two of the party members said yes, and thus began a bunch of arguing that persisted even though Remora was dying from thunderstorms.

It worked out beautifully, and I think I can say the bonus dungeon was a pretty huge success. And not just because of all the lewt the party's gotten from it. It just took a bit longer than it should have.

Monsters in Session 12
demonicgerbil: (Default)
I guess I'll move it over into my semi-defunct script testing channel that I rarely use.
demonicgerbil: (Default)
So, the bonus dungeon has gone on way too long. Fortunately I think I'm at least making the fights kind of interesting. There's usually a gimmick of some kind. Like in tonight's fights, Indigo went approximately a bazillion actions before the party could go and Neptune's strategy was basically to try to outlive the party until they drowned.

Hopefully next week we'll finish off the remaining minibosses and get out of this place. Maybe. I guess we'll see.

I'll do the bit with the links to the monsters later; I'm pretty tired and I don't want to accidentally give one too many 0's for their HP.

Monsters for Session 11
demonicgerbil: (Default)
More fighting. Things went a little faster. The party could have put a third boss away tonight, but I guess they'd rather drag things out a little longer. It's not a big deal, and it's fun. At least I'm having fun crushing their spirits at least. The team squared off against Overlord and Mastiff this time.

Overlord was designed to counter a lot. And boy did he. I think his counter only rolled up short once. His regular attack is a T:Group affair, with a 60% chance to crit. Absolutely brutal, but he didn't have any tricky things up his sleeve aside from that.

Mastiff, on the other hand, was built around surviving via using a Group Confuse every 4 rounds, and it worked out pretty well. He also got to turn Leopold to stone which was amusing.

Monsters in Session 10
demonicgerbil: (Default)
My only real comment this session is on speed. I expected the party to be done with the boss in about half the time it took. I don't know if it was me being slow, them being slow, or me just expecting them to kick buttocks at a frenetic pace, but Manhattan lived about an hour too long.

Other than that, I think it was pretty good. I had a little for everyone to do in the 'wandering through obligatory stupid puzzles' part, and the fight was pretty rough (the way it should be). Definitely interested in feedback - there's still plenty of time for me to use it to edit the rest of the bonus dungeon.

Monsters in Session 9

Minibosses

Jun. 30th, 2008 02:16 pm
demonicgerbil: (Default)
Habakuk the Frozen (Ice)
Indigo the Swift (Wind)
Manhattan the All-Consumer (Fire)
Montauk the Wisp (Lightning)
Overlord the Vengeful (Holy)
Neptune the Deep (Water)
Tungsten the Wolf (Shadow)
Argus the Tainted (Bio)
Mastiff the Tumult (Earth)
demonicgerbil: (Default)
This session started off with the specter of suckitude looming over it. I had a migraine and had been in a meeting all afternoon. I'd also misplaced my original Demon Wall enemy. Still, I didn't want to miss a session, and everyone was fine with just a fight, so I pressed on. I was slow, but I think people liked the grueling battle from the monster I whipped up in a few minutes.

I know I did.

Since we're doing the 'Bonus Dungeon' I figure it's cool to ramp up the difficulty factor to party wipe all the time, and hopefully the Demon Wall will just be a taste of things to come.

I did bend the rules in the MCS a little for him, but nothing to strange or broken.

Monsters in Session 8
demonicgerbil: (Default)
This post is a bit late, but I don't really have too much to say about the game.

Serigo's paranoid.

The fight was fun, I thought.

I had to change things a bit from what I originally wanted to do, but man, it was just nice getting back in the saddle. I'm entirely too rusty at GMing lately.

Monsters in Session 7
demonicgerbil: (Default)
Yesterday's session was, I think, a pretty successful one. The fight was pretty well balanced given the party's abilities, and I got some good RP out of the players. Rylan freaking out and then sulking were especially nice.

We started a half-hour late because I wanted to wait on Shinen to arrive. After that I think we hit the pacing pretty close to dead-on, except for a few stalls during combat. Those suck but aren't all that unexpected when gaming over the internets.

Monsters in Session 6
demonicgerbil: (Default)
The main thing I noticed tonight was that people seemed to be getting comfortable with their characters. I'm not sure if it was the more conventional format for the session, or if they actually are now. I'm hoping the latter, because we won't be doing a conventional deal for forever.

Other than that, it was pretty stock. Some funny rolls. Nice, but quick fights. Some intrigue hinting at what's coming down the pike...

Oh. And monsters. (Yeah, not a lot to comment on.)

Monsters in Session 5
demonicgerbil: (Default)
So, really, there are only two things to discuss about this session:

1) The Netsplit. I know this threw me off my groove, and I'm sure it hit my players too. It sucked.

2) Non Updated Characters. I was all about to make monsters (for the lowbies really) but man, the difference between level 2 and level 3 is pretty big for balance concerns. Not as big as level 1 to level 2, but... Anyway, I think I said enough about this before the session started.

Other than those, well, the session was brief (2 hours worth of stuff, with a 30 minute appendix), but it set up things that needed setting up. Which is pretty nice.
demonicgerbil: (Default)
This really started off a lot kludgier than I wanted. I was tired so I blame that partly. I guess the rest was me sucking.

Got a lot better as it went on.

I guess people might have wanted combat, but I wanted to give the players an easy 'fight' to resolve - they're level 50, they're entitled to steamroll mooks without numbers. And maybe a way to save some dudes. They at least got the girl.

Oh, have my crudely drawn map!



Hm. Guess that's all I had for this week. Not much of a shopping list.
demonicgerbil: (Default)
The second session of the Imperial Campaign just wrapped up a little while ago. It went pretty good.

People were a lot more comfortable with their characters, and with other people's characters. I maintain that first sessions are hard just for that very reason: These characters usually haven't been run before and certainly not in the same continuity.

The Dice: Sugarlips was out for lulz tonight. So many botches, and almost all of the crits happened to people that couldn't crit (the monsters and Rylan while he was blind). I was very amused by it all, but I think some people got frustrated. Random is just that, random. You never know what'll happen.

I may mess up on descriptions a bit, but I really hope I'm getting through with how desolate and hostile this region is. Rather, I should say: I hope I'm getting that across without being too heavy-handed. I know how old a schtick like that can get, but I want to make it clear that, you know, you're in a fort, at the line between frozen rocky mountains and frozen tundra. It's extremely hostile.

The low level party faced two fights in the session. The first encounter consisted of 3 Petty Criminals and 1 Bloody Murderer (named just 'Murderer' in the session because of character constraints in the init tracker). The second encounter was 3 Petty Criminals and 3 Bloody Murderers. It was pretty tough going for our heroes, but they held in there for the win.

Now that I've got the lowbies developing, it's time to zoom back over to the high level party. I'm not sure how I want to do the next session. Fortunately I've got two weeks to work on it.

Monsters in Session 2
demonicgerbil: (Default)
As you might know, I'm running a roleplaying campaign called "The Imperial Campaign" using the Returners Final Fantasy RPG 3rd Edition rules - or at least some recent iteration of them.

We recently had our first session. You can read some of my thoughts about it in the discussion thread at the Returners boards.

This post is sort of an addendum or supplement to the discussion in the thread. I should be making a post like this every other week or so, after a session.

What thoughts do I have here for you this week? Well, first I'd like to note that the session was one of the few times I've used pre-written material. I fiddled with it in notepad, then threw it on a page here in my LJ so I could work on it elsewhere. Livejournal is useful like that sometimes. Of course I added more in notepad in the minutes right before the session.

The second thought I have is holy crap I'm out of practice at making monsters by hand. It took me well over an hour to put Lich together. Granted this was probably more complicated than most monster constructions as I was trying to build Lich to be as close to the Summon as possible. Still, either I'm out of practice, or the MCS has gotten a lot harder to use since the last time I rolled monsters by hand. No more 3 minute monsters for me, I guess. I used an older copy of Sam's excel generator to make the mook enemies the party fought. I suppose that dampens the worth of the campaign as a playtest, but the time savings were immense. Someone should put together a nice simple Java app to do monster generating. Don't look at me, I don't know Java. >.>

My attempt to leave everyone a bit confused about the team's ability's worked well: Under the circumstances I guessed that the characters involved would not be fully aware of each other's powers and so on. I was right, and it worked well. Sadly it had a downside I didn't foresee: no one knew what the other people looked like, or even important things like what Race someone is.

The players fought three different monsters during the session. The high level party fought Lich and a pair of Ghasts. It was a gimmick fight that I wanted to just get over with after seeing what the characters could do. Very defensive party. They'll be impossible to balance for. The low levels fought Zombies. I wanted them to survive four rounds, which should have been fairly easy to do (and along the way they racked up XP for each kill). But the Thief got lucky and stole something I put there just in case he did get lucky. Bam! Dead zombies.

I guess the hardest thing for me in the session was simply that it's the first session. You never know how those will go, and I was ready to can the enterprise if it was horrible. Fortunately I think it went pretty good. Could have been a lot better, but it was at least mediocre as a session, which puts it head and shoulder above first sessions for some campaigns I've been in.

I'm planning on focusing on the low level party more in the next session, since they have more room to grow as characters ("OMG he's expecting his players to RP in an RPG!"), but my thoughts on that will have to wait until after the session has been run.

Monsters in Session 1
demonicgerbil: (Default)
The fortress of Sharatov is a massive affair, spanning the entire entrance to the northernmost pass through the Worldspine. Large sections of the walls were actually carved as is from small hills. All in all, the fortress walls are a hundred and fifty feet tall at their lowest, with ramparts rising far over that, and encompass enough area to comfortably house over a hundred thousand soldiers.

Currently the cold grey and red stones house a much more modest garrison, two Imperial Legions and a half dozen Auxilia. At the moment the entirety of the garrison, including all of you, is assembled for the change of power ceremony. The old fort commander, General Fox, is retiring. In his place a new commander is taking his reigns, an older officer, General Illyr.

General Illyr is best known for his action in command of Legio XII during the Logger's War of five years ago. Legio XII successfully crushed the revolting villages and towns in the forested hills south of the Satyr's Forest despite the intervention of a significant force of Green Troll mercenaries.

The change of power ceremony is short and sweet, with the longest portion of it being the band playing the Imperial anthem. General Illyr seems to be a man of few words, as his speech to the assembled troops was only a few sentences long.

The cold wind howls through the pass as the assembly breaks up. Most soldiers scurry back to their barracks, the rest return to their duties. Select officers, are, of course expected to attend a meeting later in the afternoon - and that means you level 50's.
demonicgerbil: (Default)
Well, I think for sure I've got 2 players for the Imperial Campaign, which is pretty good. I've had some other interest, but it seems two of those can't play during that timeslot and the other I don't think will play.

Only need to scrounge up 2 more. >.>

Profile

demonicgerbil: (Default)
demonicgerbil

Syndicate

RSS Atom