16th February.... I think?
Our play-through of Oubliette continues with Matakishi as GM. In the first session we were mostly just ghosts. But things have got better.... sort of! We're actually corporeal now, yay! But we're sorely lacking in equipment, weapon, light sources and food. Most of all, were sorely lacking in any idea of where we are or what we should be doing. We explore the region and frequently encountered warms of nasty crawling or flying things which do nothing other to make trouble for the party. - They can just sod off! I spent most of these altercations as a observer, without a decent weapon I had nothing to contribute other than being a (rather small it has to be said) HP sponge. During our fumbling we encountered weird rock columns, adorned with talking heads. Typically, Remuz was entranced by these heads and chatted with them a lot. He even took one with him. We also found a horrible looking fly-hive, after driving off yet another swarm, we made a hasty exit. We also discovered a river that runs through the centre of the area and discover 3 bridges. The first bridge we encountered led to a dead end with some sea shells and suspicious puddles of water. I suggested we leave, worried the place might flood. We took some shells, it turns out that their magical. The second bridge looked rickety and rotten. We decided against trying to cross it and moved on. The third and final bridge was guarded by a troll. He seemed a friendly sort and was happy to chat. But in no uncertain terms, he made it clear that there was no way he would allow us to pass. The session ended with us facing a choice. Which bridge to try and cross.
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Saturday 2nd February - evening.
Time for the 2nd RPG session of the day. In the evening we started play-testing a new campaign in a setting called Oubliette. Oubliette uses The Black Hack rules and was run by Matakishi. At the start of the campaign we start in some sort of underground complex with no memories of our previous existence. This means that we begin the campaign with no stats, and 'discover' our abilities during play. - In other words when we need to use a stat, then we generate it. Also; as play progresses, we accumulate 'class points'. Thus by behaving like a thief, you accumulate thief points. The, when we exit the initial dungeon, the highest points we acquire will determine our class. I've heard of other games which do similar things and have players start a '0' level and then generate a character during play. It's even an idea I've mulled over a couple of times. I'm not sure how I feel about it. Matakishi explained a little of how our actions would influence our classes. This meant that we could 'game the system' to get a spread of different classes. If we hadn't of known this then we might have ended up with a skewed set of character classes. Matakishi has written an in-depth report about it here. Personally, I'm not sold on the idea, nor am I entirely dismissive. I look forward to the rest of the campaign though. |
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