Saturday, November 9, 2013

How Escargo Express turned my love with Tabletop RPGs into a bonfire

Since early September I have been running a game on Roll20.net with a small group of five players using the Castles and Crusades Game System (check it out here.) I am no stranger to running games online, but this one has been special in several aspects which has re-kindled my love for tabletop RPGs big time.

This is the first time I have used Roll20.net, which is turning out to be an enjoyable experience. The site provides you with everything you need to have right out of the gate to run any kind of game. At first I was a bit overwhelmed by all of the options and was considering running back to OSU-GT, but then I found the ability to search through the site for any kind of token or object to drop on my map. I was immediately sold, and we have been using every aspect of the site for our game since. Several of my players have taken to messing around with the formatting code and creating wonderful character sheets as their journal entries, and backed them up with creative macros that allow them to roll dice on the fly. Roll20.net has built-in voice and video support however we do all of our voice chat through TS due to limitations brought forth by several players connections and computers. You can disable both of these through the site under your personal options when in a game.

Introducing a new system to an entire group has never before went this smooth, even with Castles and Crusades which is an extremely easy  and straight forward system. We have one player who is fairly new to tabletop RPGs and after a session or two he has mastered most of the basics, surprising myself and others with creative thinking and innovative use of his class abilities.  In the past I have introduced C&C to groups of people who have played other systems (mainly 3.x based systems) and it has somehow flown over their heads due to how simple the system is. No feats, no skill points to allocate, it made them freeze up as they tried to decide what their character would do in game. The idea that they would need to say what their character did and justify how they would use their attribute rolls only for past character accomplishments was mind boggling to them. It really drove home for me how many people actually play the character sheet instead of the character itself.

The days approaching the next session I have wished were shorter so I could load up that Roll20 game and lead them through their quest. Very few games both online and at a physical table have resulted in me having every session be one I look forward to. In the past I have had sessions where we have ended on a sour note which has carried a bit of a terrible mood over to the next game. The group I am playing with here however, while they have had a few lover's quarrels, has been amazing and able to move on in game. They are creative, great role-players who have embraced what they know about the setting and ran with it. The sandbox world I have given them is being explored thoroughly, using their resources to the limit and building character connections with NPCs and other PCs in the group alike.

Man I am just really happy with how this group has handled this sandbox world. The majority of my games I usually give the players a starting section and a bit of a purpose in life. This game they are owners of a small delivery company that is stationed in a large city state known as Alibag. What makes Alibag special is that it is for them, one of the only two remaining large scale concentrations of civilized life in the known area. The surrounding landscape is still recovering from environmental disasters brought on by both man and otherworldly forces, which has plagued the realm with an invisible force known as Mana Burn. Yes, this is fantasy Fallout and Mana Burn is radiation, but the players love it and have ran with it since session 1 with zero prodding. When the players get a job for the company they plan everything out, talk with the NPC about every detail, grab the goods, complete the task, get the gold, and then find another job. What blew my mind was that they constantly check on older clients to make sure they are okay and to let them know that Escargo Express is there to serve them. Past groups generally never keep contacts open with past NPCs and blow them off, seeing only forward. By far though the best aspect of this group is how they don't mind the wacky stuff I have tossed at them. Underneath their barn, they have discovered on accident a spaceship that is massive in size, that has been used by a band of drug runners to smuggle meth during the midnight hours around town. The entrance to this ship was found by following a hole that was dug through one of their stalls for their horses. This ship is extremely large, and is built in Metroid style where certain areas can only be accessed later on through either extreme ingenuity or special equipment such as better Mana Burn suits to protect from the dangerous radiation. It is a giant homage to Expedition to the Barrier Peaks, and the players have loved it and have made plans to extract whatever riches they can from the metallic husk.

Even with the business, they have followed up on leads and rumors of old dig sites and ruined bases outside of the city. Dungeon crawls have been a thing they have freely done on their own, with almost no prodding from myself. It has been a huge challenge for me to on the fly design the dungeon as they explore using a small set of notes that explains encounters, dungeon aesthetics, treasure, and traps (I will cover this method of mine in a later post). For the party the dungeon crawls have had one major purpose: cold hard cash. They understand as a business all profit is good profit, so they have taken to finding it in any place possible.

Overall I am hoping this game goes on for a long. long time and I am ready to do what it takes to keep it moving into the future. I have had games at the physical table bring about the same feeling, but for some reason this group just slams that button down harder than other groups have. My opinion on this is because every character is driven by something more than just money and are there for more than just 'to be there'. Most games you end up with 1 or 2 players who kind of herd the party from Point A to Point B. They make most of the calls and in general are kind of seen as the leaders. This group every character is wanting to do something different, which has lead to them having what can only be explained the craziest roller coaster of events happen.  Most groups break down when everyone wants to partake in something different or has a different motive but this group has adapted and realized that even though some of them are borderline evil, they know that at the end of the day it is a group effort and that the game can only survive if they work together.


As I finish this, I can't wait for Monday!

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