Alexandra
The black-eyed cousin
After tonight's gaming session, I thought to share it with people.
We took a brief break from the regular campaign, where we play a band of monster hunters. As we've been playing for a couple of years, the group is rather high-powered; magic weapons have been found, knighthoods given, and the attentions of people in high places have been attracted. None of us are "normal" mortals anymore.
This session, however, we played those normal mortals. Everyone met up early, and did up completely different characters, and embarked on a once-off session based miles away from our current characters, at a section of plot marching inexorably towards them.
Naturally things ended up quite tragic; three characters killed outright, two forever changed, and one managed to escape to warn the nearest city.
We decided it was a resounding success
Has anyone ever tried this technique before? This is the second game I've been in to employ this technique, and I think it's wonderful.
Too often the GM has to force situations where the PCs are present for pivotal moments, thereby destroying the suspension of disbelief. If the campaign is far-reaching, with lots of things happening, I think this approach can give the players room to experience something rather special and immersive in the true scope of things.
We took a brief break from the regular campaign, where we play a band of monster hunters. As we've been playing for a couple of years, the group is rather high-powered; magic weapons have been found, knighthoods given, and the attentions of people in high places have been attracted. None of us are "normal" mortals anymore.
This session, however, we played those normal mortals. Everyone met up early, and did up completely different characters, and embarked on a once-off session based miles away from our current characters, at a section of plot marching inexorably towards them.
Naturally things ended up quite tragic; three characters killed outright, two forever changed, and one managed to escape to warn the nearest city.
We decided it was a resounding success
Has anyone ever tried this technique before? This is the second game I've been in to employ this technique, and I think it's wonderful.
Too often the GM has to force situations where the PCs are present for pivotal moments, thereby destroying the suspension of disbelief. If the campaign is far-reaching, with lots of things happening, I think this approach can give the players room to experience something rather special and immersive in the true scope of things.