Published adventures too short?

By robus, in Star Wars: Edge of the Empire RPG

JoY could take a while. We had entire sessions where we were planning our next move.

It sounds like this thread has had very different experiences with the modules from me.

When I GMd the EotE beginner box adventure, PCs run through it in 2,5 hours. Sometimes our group is reaaally slow (once we used an IRL weekend planning an attack/visit to planet in Dark Heresy (or Rogue Trader), while the actual encounter didn't last more than half an hour. It as a full on analysis paralysis), but sometimes we run thru adventures really fast.

* I get MUCH more mileage out of sector/location books, like LoNH and SoF. The extra crunch offered in those books helps me establish a firm setting, and give players unique rewards from those books.

Every one is praising LoNH, but for me it feels very mediocre book, and doesn't seem to offer very much. How are you using it? (i.e. what am I missing out? I believe it must be good sourcebook, but somehow I'm getting little out of it. Actually, I have almost never particularly liked location sourcebooks.)

JoY could take a while. We had entire sessions where we were planning our next move.

Oddly though, the adventure is written with the characters having very little time to plan their next moves. If you allow the players too much time to ponder things, you might be breaking the feel of the adventure somewhat.

Thanks for the question. First, let me identify as a professional comic book writer, husband, and father. All day long, every day, I tell stories, so I may have an advantage over other GMs. These aspects of my life help me remember to be inclusive and thoughtful of my ‘audience’ over any personal agendas.

My daughter has autism. She does not talk (much) but is very creative, intelligent, and willing to share her written thoughts. She’s (and so is my boy) also a fan of the LEGO Freemaker Adventures and Disney’s Rebels. I believe more gamers would like to include their kids in their RPG hobbies; in my case, I just have to be more mindful of pacing and opportunities for everyone to shine. TV helped me lay groundwork for Star Wars story comparisons and general interest.

At home, we play weekly for about two hours. The players include my daughter, son, wife and two neighbors. Since the Star Wars Universe is so large, I feared players may experience ‘paralysis analysis.’ Which books should we use? What careers or species can characters become? What starting options or gear will we have?

Over the summer, my family visited the museum, and had a great time. This museum offered special sensory features, so my kids could actually touch an otter pelt, for example. Children almost always love animals. Remembering this experience, I added ‘Suns of Fortune’ to my collection that also include all Force and Destiny books to date. I recently added ‘Stay on Target’ because of the creatures in it, and for the Beast Rider specialization that matches well with many Seekers. Books like ‘Sons of Fortune’ and ‘Lords of Nal Hutta’ give me the setting and direct ties to said setting that includes new species and gear and other character options. For example, I think an entire Bounty Hunter team could be had with just the four species of the latter book- look at the picture!

It wasn’t difficult for me to pitch a weekly game night where players become Force-using wranglers against evils of the Empire or other threats. To help streamline the process, I invited players to make a party of Seekers (who could add additional specializations with XP at Knight Level play * ). We would explore the Corellian sector because of its rich options that included some animal-like species. In ‘Suns of Fortune’ Duros and Droids are also mentioned. In addition to the three character species options, I added those two and since the Twi’lek appear in both the Edge of the Empire and Force and Destiny books, I considered them commonplace for inclusion. We have five players with six unique species and six unique starting specializations. I remain open to other ideas, like a Wookiee to complete the fuzzy species list, etc. Of course, any player can be the same species or specialization as someone else, with a sound reason.

* - I want the kids to roll lots of dice and feel immersed in the sensory experience of bouncing plastic and simple, quick addition. This aspect separates tabletop RPGs from many other (electronic) gaming interests available to kids today.

Of course, my otter-lovin’ daughter chose to play a Selonian Pathfinder/Beast Rider who tracks animals. I believe she is fully invested in her character because of the options I presented to her based on our shared experiences. On Sunday evening, she brings her collection of LEGO and stuffed animals from her bedroom and onto the couch beside her before we begin playing.

Before I started to make an adventure, I sought buy-in from my prospective players. I think more GMs could be more successful if they set aside their ego of what they envision for a SWRPG, and listen more closely to their players’ goals or motivations for participating. As GMs, we are responsible for making enjoyable and sustainable campaigns.

From there, I tell a two-part story with three pieces. We can easily presume how each session will focus on finding and catching a new creature, or training an existing one. We always begin en media res , or in the middle of action. I drop them on the planet they want. I try to tie-in a creature that would make sense to be somewhere in the Corellian Sector, which isn’t so hard to do with the reference books. Brian MacDonald’s ‘Invisible Ink’ is also a great resource for pacing any given story, while elevating threats to characters to propel interest. Additionally, I use the following resources:

1) Order 66 Podcast “The List” for building encounters (usually, focusing on two checked boxes per three-part act) (as well as the Order 66 podcast itself, but I never really listen to it).

· 2) Adversary decks help minimize my preparation time and provide a visual reference.

Players know I also reward XP liberally. For example, the first successful combat skill rolled earns an extra 5 XP. Same for Force

Powers and Talents and Species abilities – first successful use of those net +5XP. There are 34 skills, and add cybernetics and or

warfare depending on style of play. I rope both into one option (either-or) and add "Force Powers" to the like to make 36 possible

rolls to use. I roll 4xd10 and find a super-secret skill. I dont share this skill rolled with the players but I write it down. The first payer

who TRIES this skill (succeed or fail) gets an extra 5 XP.

Add chips and salsa, and this is how I set up our SW RPG experience (and players) for success.

EDIT: Formatting and spelling

Edited by cimmerianthief

Add chips and salsa, and this is how I set up our SW RPG experience (and players) for success.

Sounds to me like you’ve done an excellent job of adapting the rules as provided by FFG into a format that will work very well for you and your audience!

As a GM, I would hope to be able to do half as well or half as much as you have, and I think if I did then my players should consider themselves to be very lucky!

As a player, I would count myself lucky to be in a game that was half as much fun.

Thank you for sharing this inspiring story with us!

Published adventures too short?

That depends on how much you expect to get for the price you pay for it. Personally, I love the published adventures, but I use them as "skeletons" as others have said and buffed them up, or shorten them depending what story I'm telling. Many times the additions I've made are some of the most memorial moments from my campaigns but it might not have ever occurred if I never started with the published material.

Adding content and developing some of the side elements could make a campaign last a very long time. There are lots of story hooks in all of them, and factions that are well detail but could be flushed out more at you and your groups own pace. But the more you and your group investigate the side stories, the more work it will be for you.

Does anyone else feel like the published adventures aren't long enough? One would imagine that each adventure would have the same scope as a movie. But they seem to be geared more as "TV episodes". Compared to D&D APs they seem quite short and not particularly epic

Note: I'm talking about EotE here - I've not looked at the other lines, but they seem to be of a similar length.

Am I thinking about it wrong?

I find the length about right. My group tends to play one system for about 6-8 sessions and then rotate and do different one, so an adventure of about 6-8 sessions is perfect for my group.

Personally I've found a lot of the actual adventures to be a bit lacking - and often making some pretty wild assumptions about what the PCs would decide to do.

Yeah I've found this quite a lot. Often the published adventures spend pages describing a location or scene that the PCs might not even visit or trigger.

I'd also like to see sidebars or info boxes in the page layout, listing key points for scenes and NPCs - FFG products are very "wordy" and I don't have time to read walls of text if I need to remind myself of something at the table.

Right now I am running the F&D adventure Chronicles of the Gate Keeper straight from the book. It is not something I do often, but it makes for a nice change of pace for myself and the group. I do enjoy writing my own stuff more but I enjoy the added challenge of trying to have my players not derailing the plot too much.

Thus far we have spend 7 hours on the set up and episode 1 and we are really having a good time. I thnk in total we will spend, at least 10 weeks going through the complete story which seems about as long as I would want these adventures to last before I get bored of GMing them.

Dunno if it was said already, but...

An adventure path is a campaign consisting of several adventures or chapters.

A SW adventure is an adventure in that sense and you would have to combine several such adventures or chapters to get a campaign (or adventure path in D&D terminology).

Thanks for the question. First, let me identify as a professional comic book writer, husband, and father. All day long, every day, I tell stories, so I may have an advantage over other GMs. These aspects of my life help me remember to be inclusive and thoughtful of my ‘audience’ over any personal agendas.

My daughter has autism. She does not talk (much) but is very creative, intelligent, and willing to share her written thoughts. She’s (and so is my boy) also a fan of the LEGO Freemaker Adventures and Disney’s Rebels. I believe more gamers would like to include their kids in their RPG hobbies; in my case, I just have to be more mindful of pacing and opportunities for everyone to shine. TV helped me lay groundwork for Star Wars story comparisons and general interest.

At home, we play weekly for about two hours. The players include my daughter, son, wife and two neighbors. Since the Star Wars Universe is so large, I feared players may experience ‘paralysis analysis.’ Which books should we use? What careers or species can characters become? What starting options or gear will we have?

Over the summer, my family visited the museum, and had a great time. This museum offered special sensory features, so my kids could actually touch an otter pelt, for example. Children almost always love animals. Remembering this experience, I added ‘Suns of Fortune’ to my collection that also include all Force and Destiny books to date. I recently added ‘Stay on Target’ because of the creatures in it, and for the Beast Rider specialization that matches well with many Seekers. Books like ‘Sons of Fortune’ and ‘Lords of Nal Hutta’ give me the setting and direct ties to said setting that includes new species and gear and other character options. For example, I think an entire Bounty Hunter team could be had with just the four species of the latter book- look at the picture!

It wasn’t difficult for me to pitch a weekly game night where players become Force-using wranglers against evils of the Empire or other threats. To help streamline the process, I invited players to make a party of Seekers (who could add additional specializations with XP at Knight Level play * ). We would explore the Corellian sector because of its rich options that included some animal-like species. In ‘Suns of Fortune’ Duros and Droids are also mentioned. In addition to the three character species options, I added those two and since the Twi’lek appear in both the Edge of the Empire and Force and Destiny books, I considered them commonplace for inclusion. We have five players with six unique species and six unique starting specializations. I remain open to other ideas, like a Wookiee to complete the fuzzy species list, etc. Of course, any player can be the same species or specialization as someone else, with a sound reason.

* - I want the kids to roll lots of dice and feel immersed in the sensory experience of bouncing plastic and simple, quick addition. This aspect separates tabletop RPGs from many other (electronic) gaming interests available to kids today.

Of course, my otter-lovin’ daughter chose to play a Selonian Pathfinder/Beast Rider who tracks animals. I believe she is fully invested in her character because of the options I presented to her based on our shared experiences. On Sunday evening, she brings her collection of LEGO and stuffed animals from her bedroom and onto the couch beside her before we begin playing.

Before I started to make an adventure, I sought buy-in from my prospective players. I think more GMs could be more successful if they set aside their ego of what they envision for a SWRPG, and listen more closely to their players’ goals or motivations for participating. As GMs, we are responsible for making enjoyable and sustainable campaigns.

From there, I tell a two-part story with three pieces. We can easily presume how each session will focus on finding and catching a new creature, or training an existing one. We always begin en media res , or in the middle of action. I drop them on the planet they want. I try to tie-in a creature that would make sense to be somewhere in the Corellian Sector, which isn’t so hard to do with the reference books. Brian MacDonald’s ‘Invisible Ink’ is also a great resource for pacing any given story, while elevating threats to characters to propel interest. Additionally, I use the following resources:

1) Order 66 Podcast “The List” for building encounters (usually, focusing on two checked boxes per three-part act) (as well as the Order 66 podcast itself, but I never really listen to it).

· 2) Adversary decks help minimize my preparation time and provide a visual reference.

Players know I also reward XP liberally. For example, the first successful combat skill rolled earns an extra 5 XP. Same for Force

Powers and Talents and Species abilities – first successful use of those net +5XP. There are 34 skills, and add cybernetics and or

warfare depending on style of play. I rope both into one option (either-or) and add "Force Powers" to the like to make 36 possible

rolls to use. I roll 4xd10 and find a super-secret skill. I dont share this skill rolled with the players but I write it down. The first payer

who TRIES this skill (succeed or fail) gets an extra 5 XP.

Add chips and salsa, and this is how I set up our SW RPG experience (and players) for success.

EDIT: Formatting and spelling

My first official cry at 18 years old...

My first official cry at 18 years old...

And a belated happy birthday to you.

Dunno if it was said already, but...

An adventure path is a campaign consisting of several adventures or chapters.

A SW adventure is an adventure in that sense and you would have to combine several such adventures or chapters to get a campaign (or adventure path in D&D terminology).

Sorry if this sounds pedantic but a Pathfinder Adventure Path is actually one campaign plot made up of several sub-plots - each with a level appropriate miniboss - that have to be run in chronological order for the campaign to make sense. And for, y'know, the players to survive the level 18 boss monster they encounter in book 6.

If FFG SW was going to take the same megacampaign approach, the format of the rules and the tone of the game would require something more like "The Masks of Nyrlathotep" from Call of Cthulhu . Something like one massive campaign consisting of five or six sub-adventures that can be addressed in any order the players choose. And once the players "unlock" all six sub-adventures their reward is meeting the campaign's master antagonist.

I base a lot of my purchases for this game based on how bored I feel with Adversary Decks I already own.

Buying the whole lot (6), I still spend about the same amount of money as one published adventure. 20 cards/deck x 6 different decks = 120 thematically-cohesive, varied levels of difficulty, NPCs. These NPC cards already contain Characteristics, skills, talents, and equipment without needing to add anything else. More importantly, Adversary Decks allow me, as GM, to provide quality art visual aides to my players. We find visual reinforcers add memorable encounters, and NPCs seem less 'disposable.'

Typically, I establish a three-act campaign, with each Act intending to last about two hours. For the entire arc, I select one primary and one secondary Nemesis. Each Act also gets a series of Rivals equal to 1+(Number of PCs/3, round down), or about two on average. I let each player select one Minion who will appear sometime in their campaign, but not guaranteed to be in plain sight. This NPC seems to keep players' interest as they scour for that silly Minion like it's a rare Pokémon! Pepper other Minions as needed to keep the adventure flowing.

I also categorically reference all Adversary Decks based on impromptu skill-based needs by sortable spreadsheets. If the PCs want to hire a Splicer, not only can I find that data quickly, I also know other NPCs who may do as well as a typical Splicer, or who offers something equally helpful. The same is true for Medicine, when characters seek out doctors, or Mechanics. Having this list handy, I can use another spreadsheet with random Names. Creating this spreadsheet tool took a while, but has multiple reuses.

Slap on "The List" from Order 66 podcast. Each Act will have at least two checkboxes marked, +1 for 4 or more PCs. Sometimes, I repeat checkboxes in the same Act or other Acts in the same campaign.

While there can be a lot more GM work for home made adventures, I've gotten significant mileage from Adversary Decks over published adventures. YMMV

I think the problem is comparing them to D&D in the first place. D&D adventures (though this is mostly true for Pathfinder too) are meant to be entire campaigns, meant to take PC's from level 1 to 20. Thus they tend to be longer and take up more time. Star Wars adventures are just one shot missions. They're meant to be much smaller parts of a much larger on going saga that has no designated end point. When you get to the end of most D&D adventures it's time to close the book on those characters and presumably start with new characters in the next adventure. With Star Wars your characters will be going on a never ending stream of adventures. Thus they are shorter.

D&D and Star Wars are written under two separate kinds of ideas and if you come at this like you would D&D then you're not going to find the same level of fun.

If your a GM pressed for time the way Star Wars adventures works can be frustrating. But ..... to be frank ..... this is a system that requires a whole lot of time investment on the part of the GM. If you can't (for whatever reasons) put in the time then you're going to be unsatisfied. There is nothing wrong with not having the time, but it is how this game works. Some games are better for busy GM's than others. I don't count this one among them those types of games.

Thanks for the question. First, let me identify as a professional comic book writer, husband, and father. All day long, every day, I tell stories, so I may have an advantage over other GMs. These aspects of my life help me remember to be inclusive and thoughtful of my ‘audience’ over any personal agendas.

My daughter has autism. She does not talk (much) but is very creative, intelligent, and willing to share her written thoughts. She’s (and so is my boy) also a fan of the LEGO Freemaker Adventures and Disney’s Rebels. I believe more gamers would like to include their kids in their RPG hobbies; in my case, I just have to be more mindful of pacing and opportunities for everyone to shine. TV helped me lay groundwork for Star Wars story comparisons and general interest.

At home, we play weekly for about two hours. The players include my daughter, son, wife and two neighbors. Since the Star Wars Universe is so large, I feared players may experience ‘paralysis analysis.’ Which books should we use? What careers or species can characters become? What starting options or gear will we have?

Over the summer, my family visited the museum, and had a great time. This museum offered special sensory features, so my kids could actually touch an otter pelt, for example. Children almost always love animals. Remembering this experience, I added ‘Suns of Fortune’ to my collection that also include all Force and Destiny books to date. I recently added ‘Stay on Target’ because of the creatures in it, and for the Beast Rider specialization that matches well with many Seekers. Books like ‘Sons of Fortune’ and ‘Lords of Nal Hutta’ give me the setting and direct ties to said setting that includes new species and gear and other character options. For example, I think an entire Bounty Hunter team could be had with just the four species of the latter book- look at the picture!

It wasn’t difficult for me to pitch a weekly game night where players become Force-using wranglers against evils of the Empire or other threats. To help streamline the process, I invited players to make a party of Seekers (who could add additional specializations with XP at Knight Level play * ). We would explore the Corellian sector because of its rich options that included some animal-like species. In ‘Suns of Fortune’ Duros and Droids are also mentioned. In addition to the three character species options, I added those two and since the Twi’lek appear in both the Edge of the Empire and Force and Destiny books, I considered them commonplace for inclusion. We have five players with six unique species and six unique starting specializations. I remain open to other ideas, like a Wookiee to complete the fuzzy species list, etc. Of course, any player can be the same species or specialization as someone else, with a sound reason.

* - I want the kids to roll lots of dice and feel immersed in the sensory experience of bouncing plastic and simple, quick addition. This aspect separates tabletop RPGs from many other (electronic) gaming interests available to kids today.

Of course, my otter-lovin’ daughter chose to play a Selonian Pathfinder/Beast Rider who tracks animals. I believe she is fully invested in her character because of the options I presented to her based on our shared experiences. On Sunday evening, she brings her collection of LEGO and stuffed animals from her bedroom and onto the couch beside her before we begin playing.

Before I started to make an adventure, I sought buy-in from my prospective players. I think more GMs could be more successful if they set aside their ego of what they envision for a SWRPG, and listen more closely to their players’ goals or motivations for participating. As GMs, we are responsible for making enjoyable and sustainable campaigns.

From there, I tell a two-part story with three pieces. We can easily presume how each session will focus on finding and catching a new creature, or training an existing one. We always begin en media res , or in the middle of action. I drop them on the planet they want. I try to tie-in a creature that would make sense to be somewhere in the Corellian Sector, which isn’t so hard to do with the reference books. Brian MacDonald’s ‘Invisible Ink’ is also a great resource for pacing any given story, while elevating threats to characters to propel interest. Additionally, I use the following resources:

1) Order 66 Podcast “The List” for building encounters (usually, focusing on two checked boxes per three-part act) (as well as the Order 66 podcast itself, but I never really listen to it).

· 2) Adversary decks help minimize my preparation time and provide a visual reference.

Players know I also reward XP liberally. For example, the first successful combat skill rolled earns an extra 5 XP. Same for Force

Powers and Talents and Species abilities – first successful use of those net +5XP. There are 34 skills, and add cybernetics and or

warfare depending on style of play. I rope both into one option (either-or) and add "Force Powers" to the like to make 36 possible

rolls to use. I roll 4xd10 and find a super-secret skill. I dont share this skill rolled with the players but I write it down. The first payer

who TRIES this skill (succeed or fail) gets an extra 5 XP.

Add chips and salsa, and this is how I set up our SW RPG experience (and players) for success.

EDIT: Formatting and spelling

My first official cry at 18 years old...

Happy Birthday! Welcome to adulthood where you can go to Maelora's website with out getting yelled at :P

Thanks for the question. First, let me identify as a professional comic book writer, husband, and father. All day long, every day, I tell stories, so I may have an advantage over other GMs. These aspects of my life help me remember to be inclusive and thoughtful of my ‘audience’ over any personal agendas.

My daughter has autism. She does not talk (much) but is very creative, intelligent, and willing to share her written thoughts. She’s (and so is my boy) also a fan of the LEGO Freemaker Adventures and Disney’s Rebels. I believe more gamers would like to include their kids in their RPG hobbies; in my case, I just have to be more mindful of pacing and opportunities for everyone to shine. TV helped me lay groundwork for Star Wars story comparisons and general interest.

At home, we play weekly for about two hours. The players include my daughter, son, wife and two neighbors. Since the Star Wars Universe is so large, I feared players may experience ‘paralysis analysis.’ Which books should we use? What careers or species can characters become? What starting options or gear will we have?

Over the summer, my family visited the museum, and had a great time. This museum offered special sensory features, so my kids could actually touch an otter pelt, for example. Children almost always love animals. Remembering this experience, I added ‘Suns of Fortune’ to my collection that also include all Force and Destiny books to date. I recently added ‘Stay on Target’ because of the creatures in it, and for the Beast Rider specialization that matches well with many Seekers. Books like ‘Sons of Fortune’ and ‘Lords of Nal Hutta’ give me the setting and direct ties to said setting that includes new species and gear and other character options. For example, I think an entire Bounty Hunter team could be had with just the four species of the latter book- look at the picture!

It wasn’t difficult for me to pitch a weekly game night where players become Force-using wranglers against evils of the Empire or other threats. To help streamline the process, I invited players to make a party of Seekers (who could add additional specializations with XP at Knight Level play * ). We would explore the Corellian sector because of its rich options that included some animal-like species. In ‘Suns of Fortune’ Duros and Droids are also mentioned. In addition to the three character species options, I added those two and since the Twi’lek appear in both the Edge of the Empire and Force and Destiny books, I considered them commonplace for inclusion. We have five players with six unique species and six unique starting specializations. I remain open to other ideas, like a Wookiee to complete the fuzzy species list, etc. Of course, any player can be the same species or specialization as someone else, with a sound reason.

* - I want the kids to roll lots of dice and feel immersed in the sensory experience of bouncing plastic and simple, quick addition. This aspect separates tabletop RPGs from many other (electronic) gaming interests available to kids today.

Of course, my otter-lovin’ daughter chose to play a Selonian Pathfinder/Beast Rider who tracks animals. I believe she is fully invested in her character because of the options I presented to her based on our shared experiences. On Sunday evening, she brings her collection of LEGO and stuffed animals from her bedroom and onto the couch beside her before we begin playing.

Before I started to make an adventure, I sought buy-in from my prospective players. I think more GMs could be more successful if they set aside their ego of what they envision for a SWRPG, and listen more closely to their players’ goals or motivations for participating. As GMs, we are responsible for making enjoyable and sustainable campaigns.

From there, I tell a two-part story with three pieces. We can easily presume how each session will focus on finding and catching a new creature, or training an existing one. We always begin en media res , or in the middle of action. I drop them on the planet they want. I try to tie-in a creature that would make sense to be somewhere in the Corellian Sector, which isn’t so hard to do with the reference books. Brian MacDonald’s ‘Invisible Ink’ is also a great resource for pacing any given story, while elevating threats to characters to propel interest. Additionally, I use the following resources:

1) Order 66 Podcast “The List” for building encounters (usually, focusing on two checked boxes per three-part act) (as well as the Order 66 podcast itself, but I never really listen to it).

· 2) Adversary decks help minimize my preparation time and provide a visual reference.

Players know I also reward XP liberally. For example, the first successful combat skill rolled earns an extra 5 XP. Same for Force

Powers and Talents and Species abilities – first successful use of those net +5XP. There are 34 skills, and add cybernetics and or

warfare depending on style of play. I rope both into one option (either-or) and add "Force Powers" to the like to make 36 possible

rolls to use. I roll 4xd10 and find a super-secret skill. I dont share this skill rolled with the players but I write it down. The first payer

who TRIES this skill (succeed or fail) gets an extra 5 XP.

Add chips and salsa, and this is how I set up our SW RPG experience (and players) for success.

EDIT: Formatting and spelling

You have my admiration, both my daughters have autism, played a beginner game once and while both would love to play, getting both to "align" is difficult.

Dunno if it was said already, but...

An adventure path is a campaign consisting of several adventures or chapters.

A SW adventure is an adventure in that sense and you would have to combine several such adventures or chapters to get a campaign (or adventure path in D&D terminology).

Sorry if this sounds pedantic but a Pathfinder Adventure Path is actually one campaign plot made up of several sub-plots - each with a level appropriate miniboss - that have to be run in chronological order for the campaign to make sense. And for, y'know, the players to survive the level 18 boss monster they encounter in book 6.

If FFG SW was going to take the same megacampaign approach, the format of the rules and the tone of the game would require something more like "The Masks of Nyrlathotep" from Call of Cthulhu . Something like one massive campaign consisting of five or six sub-adventures that can be addressed in any order the players choose. And once the players "unlock" all six sub-adventures their reward is meeting the campaign's master antagonist.

That is actually exactly what I meant to say...

My first official cry at 18 years old...

Wait, wait - hold up. Weren't you just 16 and not able to watch Robocop just a little bit ago? What the hell!

My first official cry at 18 years old...

Wait, wait - hold up. Weren't you just 16 and not able to watch Robocop just a little bit ago? What the hell!

She was...then she had a boyfriend...now she is 18...and we are apparently old fogies...

They grow up so fast.

*sniff*

giphy.gif

(SUBTITLE - back in the 70's, there was a famous commercial about pollution where a bunch of cars on a highway throw garbage at an indian, who started crying. So that's the sad tearful part without the garbage)

My first official cry at 18 years old...

Wait, wait - hold up. Weren't you just 16 and not able to watch Robocop just a little bit ago? What the hell!

She was...then she had a boyfriend...now she is 18...and we are apparently old fogies...

My first official cry at 18 years old...

Wait, wait - hold up. Weren't you just 16 and not able to watch Robocop just a little bit ago? What the hell!

She was...then she had a boyfriend...now she is 18...and we are apparently old fogies...

No one's old. We're all playing make believe in a land of knights, princesses, wizards and magic! How can any of us be old?

Except that boyfriend. He's old. Used up. Replaced.

But ikr! Can't believe how much growing up went on since I got here! Which is, "Not much!" I still feel the same! I definitely haven't woken up on any particular morning with more adult thoughts suddenly filling my mind.

So no crying Indian getting hit with trash allowed! Well... he's allowed but his tears aren't! Neither is his trash. The 70s must have been weird.

But ikr! Can't believe how much growing up went on since I got here! Which is, "Not much!" I still feel the same! I definitely haven't woken up on any particular morning with more adult thoughts suddenly filling my mind.

So no crying Indian getting hit with trash allowed! Well... he's allowed but his tears aren't! Neither is his trash. The 70s must have been weird.

That'll never change. At almost 50 I still feel like I did in my teens. A lot more responsibility but still young at heart. I'd say maturity too but I'd be lyin.

And the 70s were interesting. Of course the highlight being the release of Star Wars.

The 70s must have been weird.

That's one way of putting it. Oh sure we got Star Wars out of it, but we also got Nixon, the end of the Vietnam War, Bell Bottoms, Blaxplotation flicks, Farrah Fawcett and Disco. To say they were weird is putting it mildly.