Friday, August 31, 2012
Champions - United They Stand, Divided We Fall
Tomorrow is the official, last session of my Champions campaign, "The New Champions", based on the world setting created by my friend Will and which I last played in my first year of college prior to resurrecting it for this game.
It's been a pretty wild ride, with as many amazing highs as face palming lows. What started out as one of the best campaigns of any kind I've run in a while slowly turned into a game I simultaneously enjoyed and dreaded.
Somewhere at the half way mark of this nearly year long, a least one a week campaign, the player dynamic shifted and I don't think the game ever quite recovered. This can be attributed to both myself and the two remaining original players. Without the third, the drive of the campaign lost its way somehow. The new PCs who joined us were just not the cult of personality our missing man was and it made those left behind stumble and have difficulty finding their way without him.
Add to that the fact that the new and original players didn't always see eye to eye in their approach to how to play and what to do. I'll admit to getting both frustrated and bored at the play style of one of the new additions, and it caused me to lose momentum and enthusiasm for what was happening a number of times.
In the end (and it is the end for now - see below), I decided it was best to end on a positive note or as close as I could be to one. With an epic ending in mind, the players and their PCs proceeded to follow a completely different route than what I had envisioned (no problem) and are now going toe-to-toe against a team of some of the most powerful and ruthless villains in the world. Already, their main base has been wrecked, several major NPCs injured and the villains are holed up in their heavily armed, extremely fortified, 'Hall of Doom' headquarters hidden (though finally located by the heroes) in the Verkhoyansk Mountain of Siberia.
So, tomorrow I can look forward to one hell of a massive Superhero/Supervillain blow out bash. After that...
The next campaign for this group, as I've mentioned before, is based on the popular Japanese Anime/Manga Hunter X Hunter. The game will be run by my pal Ray and feature a homebrew system of his own design based heavily on certain attributes, mechanics and other elements actually mentioned in the Manga. A very neat idea and one I hope and believe he will be able to pull off.
The only problem is...
As I have said time and again, I don't really like to play RPGs as a player even half as much as I like running them as a GM. Actually, saying I enjoy it less than half as much is being kind.
Plus...gamemastering for me is kind of theraputic. A way to get out all those ideas for stories, images, characters and ideas I would otherwise have no outlet for. What will I do with these things if I am not running a game? I will write them down, draw them and do preparations for the games I will eventually run of course but will that be enough?
It's going to have to be for the time being.