Sessions 49 and 50 were important to our campaign for a couple of reason, but primarily because SESSION 50! I never ran a campaign nearly this long in terms of number of game sessions or years played in my youth. In the last week both this campaign and my D&D campaign reached session 50. I am very happy about that.
It’s not just the fact that we’ve played a lot of session now. We started this campaign in April of 2018. So we’ve been playing, in just a few days, for 8 years. In those 8 years we have, as a group of friends, endured job losses, severe illnesses, loss of parents, a global pandemic, and other challenges, but we have kept it going. This past year, after 7 years of play, we added a great player and friend to the group. I could not be happier with all of this. It’s about more than the game. It’s the friendships.
As I have gone on and on about before, the long-form campaign has allowed the player characters to be developed in a way that you just can’t do with limited (but fun) campaigns. The players have taken these very on-paper-simple characters and breathed life into them. In a game in which the characters don’t really change very much mechanically (not “levels” and not much skill improvement), I feel like the PCs are all valuable and irreplaceable. One might look at Classic Traveller and say “oh, if my character dies I can just roll one up who is just or good if not better”, but I think that misses the value that a real in-game history brings to the character. It’s more valuable than “character improvement” because it requires real world time to create. It’s just so cool and amazing, and over time it’s made my job as referee easier as well.
I wrote about this over on my 2d6SF blog a while back.
OK, the last two sessions the PCs were split up into two groups. One group was the crew of a ship involved in a race through an asteroid belt. The other was back on-world in a casino, interacting with NPCs.
The race was challenging to run. Even just concentrating on 4 ships (including the PCs), there was a lot to keep track of as the Ref. In session 49 we played the first 2 rounds. I thought I was ready for the complexity but I wasn’t. So before session 50 I created some “control sheets” for each round, that would help me keep track of the happenings as well as make the whole thing run faster. It worked. I thought session 50 ran really well. I probably made a few mistakes, but overall it was good. Bopping back and forth between sets of PCs kept things lively and for the most part everyone engages. With the race happening I’ll admit the PCs in the casino probably got less of my attention, but what they did get was put to good use.
We used the ship combat rules from Cepheus Light (in a simplified form) for this race. They worked really well. I am going to play with creating a Ship Combat Round Control Sheet for normal ship and vehicle fights that takes into account all the possible crew actions. However, I don’t really want to dwell on ship combat. It is a fun thing to happen, but I want to make sure the roleplaying stays the center of our game.
