Another alternative question here
Question 27: Narrowest escape?
In a recent Dolmenwood game, the party were attacked in the forest by a band of creatures whose claws had the power to paralyse.
In short order, seven or eight of these fiends laid waste to the rest of the group, with the other three quickly down and out for the count, until my character stood alone to face the monsters that remained.
As luck would have it, Elves are immune to the paralysis, and thus despite being clawed up he was able to kill the rest of the attackers. If not for that immunity the whole team would probably have been wiped out. In week three.
Question 13: Describe how your play has evolved.
Having begun with D&D and AD&D, back in the distant 80s, I think the clearest evolution of playing style has been away from the simplistic, murder-tourist traditions of kill-monsters-get-gold, and towards a (slightly) more thoughtful and interactive approach to the imaginary worlds the characters inhabit.
This counts for both time as a player and as a GM.
As a player I want places to explore and people to communicate with, and as a GM I want to establish those kinds of experiences for the players.
Not everything has to be a Big Fight. Which is not to say we don’t descend into chaotic scrapping from time to time, either by accident or design.
But, now days, it’s just as much fun having dinner with a Rakshasa, in a pagoda temple in Dolmenwood, as it would have been fighting our way up the twelve levels of his tower to find the secret treasure room at the top.
Things went off the rails for a while as I injured my back slightly and sitting at a computer (or indeed doing anything much at all) became something of a jaggedy pain for several weeks. Not fun.
Managed to get some stuff done amidst the ensuing doldrums.
There was no Achtung Cthulhu since the last episode I mentioned. There should be plenty more to come though, as the scenario we have embarked on is rather long and we have barely scratched the Italianate marble surface.
The game that was called Mortal is now called Decadence and there’s even character sheets. The rules continue to coalesce around the essential everything-off-one-die-roll and pride-is-key central concepts. I ran a session of the game set in a different (earlier) time period to the ‘Russia 1917’ first outing, and it featured a lot more combat, which enabled much discussion and resolution about how the nitty-gritty of vampires fighting mere humans should work.
The return to OSR gaming finally happened, with a week of character creation and background detail, and then it was off to Dolmenwood to see the sights and try and avoid getting instantly killed by something horrible.