Thursday, February 12, 2015
Actual Play: IKRPG Campaign Episode 2
Back again, and once again a week(ish) late posting last episode of IKRPG: Ord. What we're experiencing, mostly, in this session is a combat in the Khadoran Embassy, followed by that time-honored gaming tradition of new parties where they look at anything not riveted or welded to the ground, trying to pick it up, and carting it off.
It seems like the group had a decent enough time with the session, despite most of it being combat; as GM, I'm definitely in favor of keeping these combat-intensive sessions few and far between; even if spacing them out doesn't give the players a constant learning experience when it comes to the battle mechanics (not Battle Mechaniks, totally different thing, there.) of IKRPG.
What I'm mostly enjoying about this last session is that, despite handing my party a serious advantage in any future combat they may figure into, it's also technically handing them a serious liability. I'm finding in my now-thirties, that I'm able to look beyond the superficial acquisition of 'desirables' and really focusing on the cost behind such choices. My players are absolutely obsessed with shinies (shinys? shiny's? ...iunno), and they seem to either not notice or not care that they are digging themselves into holes that they may not be fully capable of getting out of.
Of course, the point in putting your players into holes is to emphasize the direness of their choices to them, and of the consequences of their actions, and so the best thing a GM can do at any time of their day when they aren't consumed with work or sleep or loved ones is to imagine how they can create situations that will make their game groups lives both terrible and exciting.
I should probably figure out a blog post to do on that one.
IKRPG Session 2: The Red Scare