Friday, November 11, 2011

So Many Ideas, So Little Gaming Time...

As we move into November work is slowly building up for two members of our group.  Ah yes, the joys of retail Hell... Black Friday, the last minute sales, the returns... Esh.  Sometimes I'm glad I'm not in retail.  Unfortunately this means that for gaming the next two months are going to be sloooowwwwwww...  As I said, esh.

In the meantime I've got a some time to brew up and fine tune some role playing ideas so I thought I'd throw them out here on the blog.  Not only does this give me a chance to get the thoughts down on "paper" but I can also let them stew around to see what cooks up.  Some of these are fairly well developed (such as the Gamma World game that we're talking about possibly rebooting) while some of the them are just pipe dreams that I want to fine tune some more (such as the Toon one shot I want to run).  As you can see the games cover a broad range of genres and game systems but they all have two things in common.

1) I want to be able to run them all in chapters (except of course for the one shots).  This doesn't mean that I want every adventure to only last for one night but I really want to make sure that each session ends with a logical stopping point.  I know it seems pretty obvious but with as erratic as our gaming schedule sometimes gets I want to make sure that we end sessions at logical breaks in the story in case we miss some sessions or are missing a player in the next session.  Hopefully this will let us pick up and continue onward without too much difficulty.

2) All of the stories have an end.  Be they a short campaign or a one shot, I want to make sure that there is a definite story arc to the overall plot so that we don't wind up with the whole open ending on a campaign.  Stories are more satisfying when they have a definite end to them rather than just rambling on and on.  This isn't to say that the stories can't continue but I want that to be a group decision and not some desire to get closure to the story.

Hopefully keeping these two aspects in mind will make it easy for the group to getting into the games and give the stories enough life to play out to the end.  Of course only time will tell but ya gotta start somewhere, right?  Until next time...

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