I am a huge fan of tabletop rpgs, especially of the indie variety (PBTA et al.). I think it's one of the highest forms of gaming since it is so responsive to a particular group of people and the stories they want to tell, which creates a lot of potential for cool leftist gaming experiences and stories. However, I haven't been able to find time to run a game for a few years (and I struggle playing solo rpgs since it's basically just creative writing) so I wanted to hear from chapos that are (or have been) in a campaign so I can live vicariously through you.

What game are you playing? What's your character (or favourite NPC) like? Any highlights from your campaign? Are you living out a revolutionary power fantasy or playing a chill "beer and pretzels" type game?

  • FlakesBongler [they/them]
    ·
    4 years ago

    Did a Pathfinder campaign a while back where my friend's standard sword and sorcery characters got sent to an alternative version of Earth where the villain of the campaign taught the Nazis magic

    The Nazis then proceeded to block out the sun, raise an army of ghouls and other undead and attempted to shatter the fabric of reality to make themselves an inevitable component of existence

    Of course, the heroes (with lots of help from the Red Army) manage to beat them all and kill the fuck out of Hitler, even though he was riding stop the Invincible Reichsdragon.

    Good times had by all

  • Graphite22 [he/him, comrade/them]
    ·
    4 years ago

    My current campaign is on hiatus but is currently my own personal favorite of all that I’ve played over the years.

    Our last campaign was a lot of combat, violence and apocalypse. It was genrally tiring but fun and epic.

    This latest one, though, we ran five sessions straight of pure roleplaying, drama and laughs. The complete opposite of everything we’ve ever done. Everyone turned to playing something completely different in terms of class and personality. We play off the tangent and opposite relationships so well. I’ve never played a campaign like this and I’m itching for the day we run into danger because a loss would be utterly brutal.

    I’m currently playing a bard for the first time but I’m leaning more toward a scholarly bard with music as a secondary. He is currently running a paper with a magical printing press where I channel absurd conspiracy theory bullshit to sell to people as entertainment. My GM has loved all my blurbs and articles that I wrote up and I’m sure it’s only a matter of time before a Gorilla Samurai NPC of some sort will show up lmao.

    I didn’t really tell much about the story or campaign setting, I know, but I just wanted to share just how much I love playing in such a roleplay centric campaign.

    • PermaculturalMarxist [they/them]
      hexagon
      ·
      4 years ago

      I love roleplay-centric gamplay. I feel like videogames have really satisfied people's cravings for complex, crunchy fantasy battles so I think roleplay is really where contemporary rpgs shine. Sounds like a fun campaign that'll definitely get better as soon as those beloved characters are put into some danger :sicko-yes:

  • Infamousblt [any]
    ·
    4 years ago

    Currently doing a Dark Heresy e1 session with a bunch of new players who have never played a tabletop before. I was told that the system is too hard for new players learn, but by the end of the 3rd session they were calling me out for fluffing the rules so seems like they've all got it. 4 people who have never played a tabletop before (I've been playing for going on 15 years).

    It's so far a good campaign. I generally hate being a GM, and the only enjoyment I get out of being a GM is if I roll homebrew, so we're running my own homebrew campaign. I like doing homebrew because I can tailor it to what the party has built character wise...if they want to play a bunch of soldiers I can give them lots of fighting to do, bunch of investigators I can write it as a mystery, etc. So far everyone is loving it, they can't wait for the next session, and new players are fun because they think of weird things to do...they haven't been conditioned to like, "do RPG stuff" yet and none of them have any interest in power gaming.

    I think the best thing someone tried to do so far in this group was first session they threw a grenade at a door in an attempt to blow the door off to use it as a shield. My policy of a GM is to let players do literally any wacky thing they want as long as it's theoretically possible and doesn't get in the way of the rest of the table's fun, so, I let her do it. She ended up tripping over the door after picking it up, trying to sprint with it, and faceplanting, but it was still super funny. This was her first session playing any tabletop RPG too so it's awesome to see new players just immediately get off the wall creative.

    If anyone is familiar with the 40k universe I'd love to get campaign suggestions. I have the next few sessions written out but am not sure where I want to take it from here.

    • PermaculturalMarxist [they/them]
      hexagon
      ·
      4 years ago

      This was her first session playing any tabletop RPG too so it’s awesome to see new players just immediately get off the wall creative.

      This is one of my favourite things of running games, watching people get more confident with it and learning how to use it as a creative outlet. Never played any 40k style stuff but I've been eyeing the Zweihander (its 40k inspired I've been told) rulebook just to flip through it

      • Infamousblt [any]
        ·
        edit-2
        4 years ago

        The one and only reason I love 40k tabletpos are because they're already ridiculous. People take DnD and other sorts of High Fantasy things way too seriously and it's never fun. But you whip out Deathwatch where everyone starts at level 1 as 10 feet tall armored killing machines and everyone is having fun before the game even starts. Nobody takes it too seriously, and then they are free to explore a world of "what iffs" rather than getting bogged down in "what does decorum demand I do here". Forever ago I had some guy in a Deathwatch game put a grenade in his hand, pull the pin, punch it through the back of a truck into the driver's head, and then HOLD THE GRENADE THERE until it blew up in his hands killing the passenger. While the truck was driving. After he jumped into it using his jetpack. He did the math, it all checked out such that he could do this over 2 turns and not take any damage himself. This was the first session. Everyone was just dying of laughter it was so ridiculous and fun we still talk about it. Systems that encourage fun gameplay are what I look for, systems that have rules and explanations for how to do things but don't pigeonhole characters into only being able to do specific things because of the setting.

        • PermaculturalMarxist [they/them]
          hexagon
          ·
          4 years ago

          Yeah, D&D doesn't necessarily force people into a dry, video-game style of play but it certainly doesn't challenge it, so people treat it a bit like a tactics game at times. High-power settings and good rules have a way of breaking people out of that which is great.

          • ItsPequod [he/him]
            ·
            4 years ago

            I'll cop to being a power gamer more interested in the tactics, builds and crunch of a game. I struggle to roleplay but I loved that Pathfinder, for instance, had all kinds of flexible rules so you could flesh out basically whatever character you want and it'd be basically all legit.

            • PermaculturalMarxist [they/them]
              hexagon
              ·
              4 years ago

              it boils down to different play-styles, I can totally see the appeal in opting for battle-map-heavy, tactics-style play since even though it wouldn't be my main thing. Seeing number go up and feats being earned is lots of fun

          • Infamousblt [any]
            ·
            4 years ago

            True. I have played some good DnD games but the vast majority of them end in some weird blend of powergaming and "watch me play this setting PERFECTLY to the detriment of the party". I think partially it's because everyone is at least somewhat familiar with it, but also just because I think the DnD ruleset gets people into the mindset of "how can I optimize my turn" rather than "what fun thing can I do". Honestly if I had to boil it down to something it's, as you mentioned, the "video game" aspect of it, specifically the powers. It's all about "how can I use my powers effectively" not "what can my character do in this setting".

    • cadiaStands [comrade/them]
      ·
      4 years ago

      My go to for 40k ideas: the all guardsmen party http://www.theallguardsmenparty.com/zerg.html

  • ItsPequod [he/him]
    ·
    4 years ago

    Ugh, the last game I was in was honestly pretty cringe. I joined because a buddy of mine was throwing the group together and asked and it had been years since I played DnD, so of course I said yes. Anyway my intention to play a relatively run of the mill Paladin with the Oath of the Common man was fucking immediately derailed by the DM's campaign setting being an alternate version of our hometown but in DnD but we still had like, contemporary technology and guns. My DM you see, was a super-nerd Libertarian techbro (who in our introductory meeting insisted his company just doesn't do commentary on their code, they just depend on the coders to be so good at code as to understand it. I'm not a coder but I know enough that that sounded bonkers to me) and I guess didn't want to just run a fantasy session, which is fair enough, and the Shadowrun local interest was an idea I already had worked on in the past so nothing really seemed off. Then we learned our characters were gonna be high schoolers. This was immediately pretty weird to me, I have no desire to be that young again, or really roleplay that young, especially in DnD but it's been forever so I just rolled with it.

    So this motherfucker I shit you not, starts our DnD campaign with us surviving a school shooting organised via mind control magic by some shady cult. He had really nasty gory descriptions of our self-defence, while not at all dwelling on the fact that we were (mostly) child solders going on the usual DnD murder hobo killing sprees. Shit got really weird, on top of our bizarre high school scooby gang adventure to try and solve murder mysteries we got mixed up in some kind of war between the security apparatus and Hot Dog Mafia.

    Honestly I really clocked out that first session, I kept playing cause I was high as shit and didn't want to just bail. And I had looped another person in on this awkwardness as well, besides. Thankfully it only lasted like, 3 sessions, the last of which was online thanks to Covid, before I'm pretty sure the buddy who got me to join hooked up with the DM's girlfriend, who was also playing and the group haven't spoken since.

    A more fun adventure was when another group ran the All Magic Party, when I played a straight-man wizard along with a group of escaped psychiatric patient sorcerors who were recruited by not-Sheogorath into an other plane to be his champions in the Grand Duel of Gods. Good time that was.

    • PermaculturalMarxist [they/them]
      hexagon
      ·
      4 years ago

      wouldn't be a thread of campaign stories without the GM horror stories lol glad that campaign didn't last too long

  • SickleRick [he/him]
    ·
    4 years ago

    I've had a pretty solid 5e group going for almost two years now. We started with Curse of Strahd, because I had always wanted to run it, but my previous group got real flaky. It was three completely new players and two with some experience, all long time friends. It was good, and they were too smart for the module, so they missed a lot of content.

    Next, I ran Baldur's Gate: Descent Into Avernus, and, honestly it was lame. Like, I had to come up with a few things to flesh out CoS and do the normal improv, but BG:DIA is just fucking barren. Even though it covers a lot more levels, we ran through it in maybe 1/3 of the time as CoS. Like a third of the book is just a reprint of a history of Baldur's Gate and how to run games there, but maybe 10% of the module is spent there, so it's absolutely wasted. Honestly, I could have done a better job running it, but it would've been more work and less satisfying than just homebrewing a campaign.

    So, I'm homebrewing a campaign. One of the players started running a side campaign towards the end of CoS, so we've been doing that every week instead of alternating. It's their first time DMing, but it's been pretty fun. I find myself less engaged than normal, though, but other players are having a good time with it. I've got a rough framework of my homebrew setting and campaign, and I'm working on fleshing it out now to the point where we can do a session 0.

  • quartz242 [she/her]
    ·
    4 years ago

    I GM a pathfinder 2e game set in an open sandbox style plane hopping politicking toppling desert hijinks. So far has been fantastic, I play in the Age if ashes and rise if the runelords adventure paths too

    • PermaculturalMarxist [they/them]
      hexagon
      ·
      4 years ago

      How are you liking pathfinder 2e? I haven't been tuned in to ttrpg stuff for a while so I don't know what people think about it

      • quartz242 [she/her]
        ·
        4 years ago

        I absolutely love it, the system is well designed. I'm able to think of an encounter and quickly ensure its balanced and loot tabled in minutes. The 3 action economy in a turn is engaging, all classes are balanced imo, the monsters are well done!

        The APs are combat slugs fests but the intrigue campaign i wrote has been going swimmingly

  • cadiaStands [comrade/them]
    ·
    4 years ago

    I enjoy the story telling elements far more than the rules of the system. As such Ive been running campaigns in the 40k universe using a rules light combination system of Dark Heresy, Burning Wheel, and 5e. You may have up to 5 skills that your character may focus on and 1/3 of the character sheet is dedicated to character development. Players have many oportunities to decide what happens; leading to derailment, the best part of any campaign. Played with 2d6 with advantage, normal, or disadvantage if you are trained / probably knows a little about the skill / if you have no reason to think your character has any ability in the skill.

    With that in mind, it is a good system to combine with drinks.

    I actually put effort into a dungeon once, with a corrupting Nurgle gem at the centre. Comming on the very first trap a player rolles perception, succeeds with doubles (meaning they choose the outcome). "There is something wrong with the floor what do you see?" "Uhh, it's sandy and very salty, nothing can grow in it". So that's how a nurgle cult dungeon turned into an old inquisition holding facility with a number of anti-biological mechanisms to prevent the nurgle gem from corrupting anything living. Of course, previously, everything the villagers said about the area convinced the players it was a cult so they destroyed the one place on the planet which could hold a gem of evil.

    Another time, a few drinks in, they created an npc ad mech which needed to be spat on because its cooling systems were broken and would answer "thank you master" each time it received spit.

    A player orientated system has some upsides and downsides. Though never boring

    • PermaculturalMarxist [they/them]
      hexagon
      ·
      4 years ago

      neat idea using Dwarf Fortress to help build a setting, and with that third game sounds like a massive drag. It's honestly bizarre how rigid and anti-social DMs can be with rules they impose for no reason

  • barrbaric [he/him]
    ·
    edit-2
    4 years ago

    My group's on hiatus atm, but we've played a couple games online through lockdown (all in GURPS):

    1. Neon Genesis Evangelion + Pacific Rim Vs Skynet
      A trio of traumatised nobodies are forced to mind meld with fragments of a genocidal AI to pilot giant murder robots to stop the other giant murder robots controlled by said genocidal AI. The twist was that the "genocidal" AI had been created to stop climate change, determined that global capitalism was not sustainable, and destroyed all of the over-consuming nations. The PCs tried to reach a deal with the AI, but the leader of the project was fanatical that it had to be destroyed and betrayed them, getting one of the pilots on board to launch a desperate mission at its stronghold. They succeeded in destroying the AI, and humanity went back to capitalism and destroyed itself shortly thereafter.

    2. Delta Green
      8 people dropped dead simultaneously across Tuscon AZ, and it was up to our crew of two FBI agents, a DEA agent, and a CIA agent to figure out what the aliens were up to this time. Eventually, they did, and burned down an apartment building (with occupants inside), because government agents are the real monsters. In the epilogue it turned out that two agents had been possessed by aliens the entire time, and one of them had to be executed after being freed because his brain was still contaminated with alien thoughts.

    3. Kung Fu Cowboys
      In the Wild West, 4 martial arts masters fought for JUSTICE against the Outlaw King and his martial arts gangs. Party was a Knife-Fighter who was looking for his estranged daughter, Eagle-Stylist looking for his friend's killers, Capoerista looking for his master's killers, and a Sumo looking for food/glory. After battling their way through the enemy gangs (Sumos, Escrimadors, Dragon Stylists, and Roman Cavalry), the party headed to Hangman's Mesa and the Pagoda of the Outlaw King. During the final battle, the Knife-Fighter failed to recognize his daughter, who had been mind-controlled, and killed her, then went mad with grief and was slain by the Outlaw King. His daughter turned out to still be alive (through miraculous rolls), got back up, and, with the help of the rest of the party, they narrowly defeated the Outlaw King and his lieutenants.

    4. Alien
      Just the movie Alien with some twists: the android was a different character, and there was already an egg AND an alien in the ship's cargo hold at the start of the game. Kane got face-hugged, then Ripley got killed because she wandered off on her own after getting in a big argument with the others, not knowing there was already an alien to deal with. Lambert got trapped in with the Alien at some point when somebody hacked the doors shut, Dallas suffocated when somebody pulled out his air-hose on the exterior of the ship, and, after putting Parker and Kane into cryosleep, Ash tried to betray Brett, but lost to Brett's secret android super-strength.

    Upcoming games include:
    -Post-apocalyptic/fantasy internal coup

    -Fantasy game in Bronze Age not!Greece where PCs become gods by fulfilling prophecies

    -40k either continuation of an old Deathwatch campaign or a heist on the Imperial Palace, he's not sure yet

    -30k playing as the human leaders of the 231st aka "Two-Thirty-Worst" expeditionary fleet; last campaign involved ferretting out a mechanicus planned coup and mass betrayal, then bringing a rebelling planet back into line.

  • JimmyTMalice [he/him]
    ·
    edit-2
    4 years ago

    I've been running Masks for a while and it has to be my favourite RPG out there. The mechanics are perfectly designed to encourage you to play an insecure teenage superhero who's pulled in different directions by the influence of the adults in your life. The campaign before the current one, the PCs were vigilantes trying to protect their neighbourhood from the influence of the Prospero corporation, and frequently clashed with the cops. At one point, the team stole a Prospero executive's fancy car while she was trying to bribe the police chief.

    Our current game is set 30 years in the future in Light City, in a world where the intervention of synthetic aliens known as the Benefactors saved humanity from runaway climate change. We have November (The Brain), Dean (The Innocent), Tori (The Legacy), Corey (The Doomed) and Madeline (The Janus, formerly the Outsider, an alien). This week's session was the culmination of November's character arc as the team faced off against the Reality Phage, an all-consuming form of matter that November created in a terrible accident. The Phage ate her childhood friend, a fellow scientist named San, and November believed her to be dead until recently - when she found out that the Phage had actually incorporated her as its guiding intelligence.

    The Phage had been sealed away at great cost when it first emerged, transported to a pocket dimension by the adult hero Displacer. When the team arrived there, armed with November's newly invented Phage Destabiliser, they found that San had reshaped the environment to look like a twisted, surreal version of a painting she once made of Light City, made entirely of Phage-matter. San lashed out at the team, collapsing buildings on them, launching trains at them and cutting off their paths forward while struggling for control against the Phage. Only November was spared from the attacks, instead being invited by San's voice in her mind to join her.

    Eventually the team made their way to a warped recreation of the Dawnforge Initiative building, the place where November and San were raised as genius disciples trying to create a better world. Memories of the pair's childhood bombarded the team, and November confessed that, although she hadn't realised it before the accident, she was in love with San.

    In the building they found evidence that San had been searching for November the whole time she'd been part of the Phage. Confronting San in her lab, she was set up like a puppet, with strings connecting her remade watercolour body to the fractal pulsing mass of the Phage's core. She showed the painting she had been working on to November: the two of them together, happy in this perfect pocket world made by their hands.

    In a desperate bid to separate San from the Phage, November armed the Phage Destabiliser to cut the strings that controlled her. The Phage would come at her next, seeking a new host and remaking her body into a monstrous form, but she didn't care.

    Unfortunately for her, her teammates did. Dean, her best friend in the team, wrestled the Destabiliser out of her hands and caused the shot to go wild. The Phage retaliated, attacking the team, and they were only protected by the timely intervention of Tori with her shield. The Destabiliser skittered across the floor, lost in the confusion. Madeline picked it up, and triggered her Moment of Truth.

    The Moment of Truth in Masks is the moment where everything crystallises, where your character takes full control of the narrative and can do pretty much anything. Madeline used it to connect the Phage Destabiliser to her alien power cells, boosting it way beyond what it was designed for, and utterly eliminate the Phage in a blinding burst of light. The device sparked and burned, fusing her human disguise to her skin. In a moment, the Phage was gone, and the team was left floating in the void of this empty dimension.

    There wasn't much left of San. The Phage had absorbed most of her. There was enough of her body to let Tori use her healing magic, but there was no bringing her back to life fully. San's body didn't come back - it was more like she was made of stardust. She could hold on long enough to say goodbye.

    Eyes brimming with tears, and fully lucid in her last moments, San apologised for all the trouble she had put November through. They talked for a little while, just like old times, but she started to fade. The last thing she said was "November, I love you."

    November pulled her in for a kiss. She was insubstantial but still warm, and November closed her eyes as they kissed. By the time she opened them again, San was gone.

    Afterwards, November's player told me he had actually cried at that moment (we play over Discord). It was easily one of the most emotional sessions I've experienced in five years of RPGs, and a true testament to the roleplaying of everyone involved. Scenes like this are exactly why I love RPGs, and Masks in particular. It's hard to do it justice without the full context of playing this campaign live, but I hope those of you who actually read this far appreciated the story.

    • PermaculturalMarxist [they/them]
      hexagon
      ·
      4 years ago

      That was a fun read, very cinematic and true to the genre of comic book hero stories. Masks has been a PbTA game I kind of overlook but hearing this makes me want to look into it since I like coming-of-age themes quite a lot.

  • TillieNeuen [she/her]
    ·
    4 years ago

    My last campaign has been on hiatus for long enough that I suspect we won't be starting up again, but it was fun while it lasted. It was some kind of version dreamed up by someone who is WAY into a video game I've never heard of, with lore I'm not that interested in. BUT. I played a character with magical abilities that had been suppressed because the character came from a society that heavily frowns on magic, so the magic would just wildly shoot out of her whenever I rolled a 1 or 20 (I would then roll on a wild magic table), which was lots of fun. The group I play with doesn't take things too seriously, so we all enjoyed weird shit happening.

  • Grownbravy [they/them]
    ·
    4 years ago

    My main game of 5e is on hold, but i want to start it up, and in person this time. Not a lot to say about it at the moment.

    The other game of 5e is nearing the end, as it’s a beginners play through of LMoP, and thats wild because no one has experience in dnd, and I try to be lenient as possible to keep it moving. There’s also 7 players, which gets tricky.

    • PermaculturalMarxist [they/them]
      hexagon
      ·
      edit-2
      4 years ago

      yeah LMoP with 7 must be a bit dicey but it can be a somewhat brutal in the beginning anyways so that probably makes it a easier for the PCs

  • roseateOculi [she/her,none/use name]
    ·
    4 years ago

    Im currently in the last three sessions of a 5e campaign not DMed by me, but as soon as we finish we're gonna start a Starfinder game that I DM.

    The 5e campaign is a rather traditional narrative. A squad of adventurers goes out to kill an evil lich before he kills cthulu and replaces him as the prime eldritch god. Though the narrative is rather straightforward, the party cast has been very good and the DM has facilitated us well. I play as a divination wizard who fell into a vat of what is essentially wizard drugs at one of the taverns in the main wizarding stronghold and now she is plagued by visions of alternate timelines, constantly trying to reach the best one. We also have a dragonborn barbarian who, though various comical and highly unlikely rolls, became a chef so good even the celestials and fey (who dont eat) respect his food. Theres also a gnome artificer who is smart but extremely socially inept, leading to lots of interesting social encounters where we sometimes end up digging ourselves a hole so deep we come out the other side and actually succeed. In addition, we have another dragonborn, but this time a sorcerer. Despite being a copper dragonborn, he is OBSESSED with fire and burning, leading to him being wanted in most major kingdoms. We had to fake his death multiple times while attempting to get bounty hunters off our back. Finally, an aarokokra paladin rounds out the party. He worships the aarokokran goddess, meaning that anyone who isnt an aaeokokra is fine by him, but he kills any aarokokra that doesnt follow his religion. Kind of a "Knight Templar" thing. Normally I would have tried to stop this, however at one point all of our party members except for him died and he made a religion check to see if his goddess would help us. He rolled a nat 20, so my DM told him to roll a d100 and see how successful his prayer was, and he then rolled a 100, reviving the whole party. Ever since my character decided to not mess with her.

    As for the campaign Im going to run, its set about 4000 years in the future. About 1000 years prior to the campaign, a white hole opened up near earth and released a large galaxy that consumed not only the milky way, but the Andromeda galaxy as well. Now theyre all one big cluster of stars that a multitude of interplanetary governments rule. Highlights include the Ultrademocratic Solar Systems of America, essentially a rightwing hellscape where people use votes as currency and elections are continuous, meaning whoever has the most votes at any given time is their leader. Theres also the New Oceania Republic, which basically is the wild west of space since its on the outer edges of colonized areas. A solarpunk ancomm collective also exists in a nearby solar system where the whole planet runs off the energy produced by the binary star at the center of their system. The basic plot of the campaign is that the players all work for an unscrupulous delivery company and they have to complete various jobs around the galaxy in order to make a living. As they slowly get deeper and deeper into the criminal underworld of this new galaxy, they eventually get tangled up in a massive conspiracy to hide whats at the center of the newly-appeared galaxy: a mysterious being of seeming omnipotence. They learn that this being came out of the last remaining black hole in a dead universe that succumbed to heat death, and all matter from that universe became collected into one form that somehow gained consciousness. The white hole that appeared all those years ago released it onto the current, still existing universe. Having experienced everything that one could experience, this being has decided that it wants to die. Now the party is caught between two scenarios: it either condenses itself down becomes the next supermassive blackhole to consume the universe in billions of years, or it could destroy everything in the known universe through vacuum decay. The party's task is to somehow stop their universe from dying instantly at the whim of this superbeing. Convoluted, I know, but I think itll be fun!