A new home for the crew of the Borrowed Time means a new thread to get the word out about their adventures!
With the Mad Adventurers Society disbanding at the end of the year, Adventure Log has moved to a brand new site: Cannibal Halfling Gaming !
Adventure Log is an account of an actual play tabletop RPG campaign, and the current main feature is Age of Rebellion: Living on Borrowed Time. A sequel to an Edge of the Empire campaign, our story follows the old scoundrels and the new recruits as they take the fight to the Empire in the years after the Battle of Yavin, with the Rebellion teetering towards the abyss.
Each article tells the story of a single gaming session, and once we reach the end of the session's events I try and glean a few practical lessons that can be learned from what went down on either side of the GM's screen.
The Prologue tells the story of what the old crew of the Borrowed Time got up to when they were living on the Edge of the Empire, and I talk about lessons I've learned about creating a 'sequel' RPG campaign.
Part 1 sees our intrepid band of idealistic ne'er-do-wells and full-blooded Rebels start their first mission together with an unexpected and unwelcome bang, and I talk about ways to make sure your first session makes for a good first impression.
Part 2 sees our crew flashing back to a briefing with a certain Rebel General, before picking up where we left off as they try to catch the one Imperial pilot that got away, and I talk about how you can use flashbacks to fill your players in and enhance your story.
Part 3 sees our gang of cunning miscreants finally get to catch their breath, take stock of their objectives, and pull a few fast ones as they take the fight to the Stormtrooper Corp in an effort to spark off a rebellion. Afterwards, I talk about when letting a player use a Signature Ability might not be the best idea, and how to gauge the use of these powerful options.
Part 4 has our prospective galactic saviors interrogating not just their captive spy but their own allies, as they try to see if there are more spies in their midst. After the fact I talk about letting player ideas turn into red herrings or plot curves, and touch upon showing your players what your bad guys are up to.
Part 5 features rebels lying their faces off, rampant vehicle theft, and plenty of explosions. However, their actions on Toprawa and those from the smuggling days have caught up with them, and a dangerous new foe is on the hunt. Afterwards I talk about how to hit your players where it hurts without killing them , and look at one way a GM can handle a large number of players.
Part 6 has 'cunning' plans, clever disguises, deliberate over-acting, and a poor Politico who suddenly can't seem to lie his way out of a paper bag. Leaving our heroes about to reach the climax of their first mission together, I talk about how far ahead you should - and shouldn't - plan your campaign.
Part 7 sees our band of freedom fighters reach the explosive conclusion of their mission to Toprawa, while an agent of the Empire hunts one of them down. As the smoke clears, I'll address how to approach a player habit that is getting their character in trouble and putting a dent in group cohesion.
Part 8 finds half of our crew trapped on a ship where the biggest danger is the nearby stellar phenomena. The murderbots on board aren't much better. Did I mention someone turned off the air? When we leave our heroes still stuck in that mess I'll address some ways to use published adventure material in your game, even when you're GMing your own story.
Part 9 gets the crew back together and then sends them racing to opposite ends of the Raptor in a desperate race against time and the Empire. After a somewhat statistically unlikely but quite exciting ending, I go over some ways to create tension and a good sense of challenge for your players, without resorting to just making enemy combatants more deadly.
Part 10 sees the old hands of the crew introduce the new ones to the seedy underbelly of The Wheel as they try and gather information on the elusive red blades. After dealing with the results of their search, I discuss putting player characters in situations outside of their primary specialty, and when you might want to keep the dice gods from interfering in what's going on.
Part 11 throws our Rebel friends right into the mess as they fight to end a threat that managed to get away last time. After the last blaster shot, I discuss a number of ways to keep a Recurring Villain alive long enough to get the big payoff of their defeat, even in the face of players determined to end all foes in their first encounter.
Part 12 finds the Borrowed Time team safely stashed away from the action, which each crewmember doing their own things to rest, recover, and keep busy. Then we take a look at how downtime can be helpful for the rest of your campaign, and ways to make sure the downtime is enjoyable.
Part 13 simplifies things with the Empire bringing its might right down on the heads of our rebel band, with the rebels having to prove their worth while outnumbered and with no easy way out. Some new Mando-crafted toys come out to play, and a dark figure pulls strings on the other side. Win or lose, I'll then discuss how to make a smooth transition both in and out of the game after players have to take their leave from the table.
Part 14 will be posted this Friday, 12/23/16, as the Borrowed Time crew and a growing contingent of allies and friends continue their fight against the Galactic Empire. Give the archives a look and watch this space for more adventures and the lesson I learn from them. As always comments, questions, and all the other various forms of feedback are welcome on the site or right here. Have fun reading, have fun playing, and MTFBY!