One of my regular players was out with a medical issue for the last two games, so rather than continue the D&D game (we left off in the middle of exploring a druidic grove), I took the opportunity to play test two adventures I’m running at Gary Con next month.
I won’t go into too much detail in case anyone reading this is signed up to play in those games.
The first was “Recruiting Call,” an adventure for Pelgrane Press’s Timewatch RPG. This was both the first time I’d ever played or GMed a Gumshoe-system game.
Basically, the premise of Timewatch is similar to the Van Damme move from the 90s, “Timecop.” If you haven’t seen it, I won’t tell you to run out right now and watch it, but it does have Bruce McGill, so that’s a plus in my book.
So, time-traveling secret agents on a time-and-location-hopping adventure. It worked out pretty well. I found the system pretty easy to run, one of the easiest to grok from scratch I’ve experienced, in fact. Fate took several play and GM sessions before I felt comfortable with it. I’m still not entire comfortable with Ubiquity (of Hollow Earth Expedition fame), despite having played it at least once and run it twice. My players discovered that violence-based solutions were a poor choice for their characters (it didn’t help that their rolls were crappy all night), so there’s a hint for you if you’re signed up to play in this at Gary Con.
The second game was “Imperial Entanglements,” a Star Wars adventure I wrote and ran at Gary Con V four years ago for West End Games’s d6-based Star Wars RPG (long out-of-print, but never forgotten). I foolishly included a character four years ago that was able to break the adventure in the very beginning so I re-vamped all the pre-gens and fleshed out and expanded the adventure even more (to cop to my mistake, I was woefully unprepared to run it that year and decided then that ad-libbing my way through most of a con adventure was a BAD idea for me).
I may have added too much material, but it certainly went better than the last time I ran it. In addition, the pre-gens I created are much more suited for the type of adventure it is and everyone had a chance to shine over the course of the evening. I didn’t even really need the miniatures I had (though I’ll probably still bring them, because not every group is as good at avoiding combat at my current home group can be).
So, that’s what I’ve been doing. Next weekend we return to our regularly-schedule, but twice-delayed Fifth Edition Spelljammer game.