This was one of my longer campaigns, with only a FFG Star Wars Edge of
the Empire campaign and an AD&D Temple of Elemental Evil campaign running
at least as long.
Cons:
The players didn’t seem to feel all that motivated to engage
with the setting, even with the map, they were laser-focused on their divine
objectives and keenly aware they had been dumped here by their patrons.
- Maybe
in the future, set it entirely within the setting, the initial planar jump
being a genre-approved way of mixing the rules assumptions with the setting.
The demon axe dominated all the combat once it kicked into
gear. While this is normal for demon weapons in Stormbringer and I could have
not gifted it, the fact remains that there is no downside to investing a big
chunk of the initial points into the STR Absorption power and starting with a
lower STR. STR never drains out of the axe Rules as Written.
- I
should have either copied the power ebbing as the description of Stormbringer
(the sword) or made more about Scarsbad getting greedy with all the powers not
being released.
The players were very hesitant to use their marines, knowing
they cost X5 more per day if they did.
- Really
the only thing I could of done was emphasis how many hands make light work.
The players didn’t like how monsters and armor meant most
attack plinked off foes or went straight through on a critical.
- That
is three problems, the nature of Basic Role-Playing favors heavy armor. Even
Runequest 2E/Classic has an issue where it’s a race to 6+ AP for most warriors. Parries slow everything down too, but's normal.
- The
second issue was that I decided that Supernatural AC meant an additional +6 AP,
turning most monsters from a d6/d8/10-1 into a high number. I could have come
up with a better solution, but I had already used half-damage somewhere else.
Perhaps I should have not.
- Critical
are lethal no doubt, but that blame lies on me using Google Dice, which reuses
the random seed if you click too often and too fast. Meaning one critical in a
big group become several critical. And the high roll for damage becomes many
high damage attacks which compound. As seen in the last fight when each player
was fighting 5 iron-blooded at a time.
A small number of players dominated the game, they struck
first, argued first and roleplayed first. Even when I tried to engage the
others, they could be a bit non-committal.
- Maybe it was simply
they weren’t that into it or they kept coming in late and so were never up to
full speed. I could have had a round-table system where each player needed to
contribute and got a separate talking turn outside of the combat.
I decided to throw The Isle in the game as a spur of the
moment thing, based on the reavers zine. That was a mistake as it bogged down
the sessions and derailed the momentum. Though the momentum was flagging fast
anyway.
- I simply could not have
done it.
- Every
encounter took longer, had more exposition and more debating methods that
didn’t work because the players tried something, and the natural course of the
game went against it or they wanted to wait something out. Like stringing up a
net in the entrance and not disguising it or expecting the berry juice to last
against a through soaking. I should say yes more often or have the successful
character rolls explicitly disallow certain ideas as unworkable.
Pros
They loved exploration, at first a little hesitant, once
they got the map, they were actively seeking adventure and monsters to fight.
And every opportunity to expand their weird and wonderful powers and
reputations was embraced. The karvi was their best and most coveted resource.
Battles were tense and violent fun. Critical hits and hewing
of bodies were a lot better than saying I Attack each round. Though the lower
starting skills and aggressive pigeonholing of professions meant some were
innately better suited. Everyone got at least one moment of epic heroism.
Stormbringer does a good job in simplifying Runequest
2E and the start of RQ 3E. Very much fast and fun, with dodges, parries and not
as much lookup than a D&D variant.
The conversion process made the game low powered. While this
is probably a Con for many, the outdated 90s adaptation website I used pegged
HD to HP as HP = 10 + HD, meaning no monster could survive more than a few good
whacks, like the PCs and mostly did 1d4/1d6+1d6 damage back. Enough to do the
same and made the armor perhaps too important. But it meant that monster
slaying and triumph were never out of reach for the players.
- This reinforced
the theme of this low-magic, iron-age world better than describing the weird
monsters or accents.
- They did
like the &Monster descriptions though and a bunch of the freakish stuff
from the Isle.
Wolves Upon the Coast magic was easy to acquire once they
got the Flagstone yet was never used. Mainly because the strange descriptions
kept the players always looking out for some reagent or loophole, they could
use. Eager to see what wacky things were needed for the next supernatural yet
minor power. What magical items they remembered to use served them well. The
more elementally charged magic from The Isle meshed well with the elemental
controls from Stormbringer.
They were eager for more, the game ended because we found a point to stop, however unwilling. Not because half the players slowly stopped turning up. That told me they were engaged, even if some were beginning to express dissatisfaction with schedules.
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