What Went Wrong
Last session was fun, but it’s looking like the last session of the apocalypse game. The players described it as a TPK where all the characters lived, but the party died. The vibe is, we’re done with this campaign. It’s time to move on.
So, not a hit. That’s ok. But what have we learned? What went wrong?
Scheduling Is A Killer
What with one thing and another, the gaming schedule this past year has been hit-or-miss, with maybe a slight edge to the “miss” side. It’s hard to build up story momentum when you’re only averaging one get-together every three months. Maybe we should try some one-offs, or short campaigns, rather than aiming for the long haul from the beginning.
Fifty Points Ain’t Much
Small point totals and mundane characters means non-adventurer PCs. When people who aren’t adventurers go out trying to do a bunch of adventurer stuff, they kinda don’t do all that well. Then they die slowly.
This isn’t really a surprise so much as the original campaign premise… but I think we proved the point. Trying to sneak around while rolling against defaulted Stealth. Being unable to shoot the giant pink monster that’s right freakin’ there, or not knowing how many more shots the bad guy has because nobody put points into Guns. It’s fun for a bit, but gets old as a steady diet.
Simple solution: more points. Not every character has to be over a thousand points, but there’s a world of competence in between 50 and 150 points.
The End Of The World Is A Real Downer
Speaking of something getting real old, real quick and things that aren’t really surprises, it turns out that the end of the world is a pretty depressing subject. I think a true After The End campaign wouldn’t be so bad, because the world’s already wrecked when the PCs arrive on the scene. Dwelling on the death rattle starts to wear on one’s morale, long-term. Even a crapsack world (warning, TVTropes!) is better than one that’s still sliding downhill.
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We’ll be shaking things up for the next session. Next: what to play?