Some further thoughts on last nite's ACKS session:
I really need to learn how to use the whiteboard feature in Tabletop Forge (i know i missed that - great save by Charles)
I really need to copy down the notes and scribbles I took last night before I forget what they mean. It doesn't help that even I have trouble reading my handwriting, especially when written fast. Penmanship is not my strongpoint.
Clerics aren't needed when the party doesn't take damage. I expect that will change next session.
I have a bad habit of house ruling on the fly. I need some sort of flypaper to make sure i make note of these damn house rules.
I do like the ACKS system. It feels like a cross between B/X and AD&D, which works fine for me, as those are the systems I know best.
The party zigged when I fully expected them to zag in the very first scene. Which means that the first session's direction went where I hadn't expected (but thankfully I had other provisions planned - it is a sandbox type campaign). I can already tell my players are going to keep me on my toes. Which is awesome, as it keeps the game fresh for me as well as the players.
I am truly glad I was prepared for a possible zag or two (although picking a fight in a bar was not the direction I expect). I know what I'll be doing over the next week. Preparing myself to expect the unexpected, as this group seems to thrive on going in those directions.
Grimtooth's Traps (1981)
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From the web:
Subtitled: a game-master's aid for all role-playing systems.
A compendium of catastrophic traps, sinister snares, engines of evil, and
dea...
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