
Events have happened, and there have been developments.
The original plan I had of taking some time off from Dungeon Mastering so that I could design a new campaign and just enjoy playing for a while.. ran smack bang into night shift work and a sudden absence of gaming that left me high and dry.
To go from two games a week to none, well that is the Dungeons and Dragons version of going Cold Turkey complete with shakes and night sweats, a sense of desperation, sadness and loss.
Then it turned out that my new work place had a few old time and current role players, who were interested in getting into a regular weekly game.
And the beauty of D&D is, it only takes a few folks to get the dice rolling.
So, the new Sigil campaign was presented as an option, and the guys were pleased.. seems that none of them were keen on running a game themselves, and were happy enough that someone else wanted to do it, the fact I was prepared was just a bonus.
While the first evening was a matter of bringing the guys up to speed on the new edition, the strength of 4th ed shone through, in that they were playing the game within an hour or so, and three game sessions later, they only need clarification every two or three turns, and are navigating their character sheets with some confidence.
As the D.M. it has fallen to me to explain the rules and correct the errors, to settle arguments and provide the Non player characters with the Jamaican accents and so forth.. but every now and then, I am reminded suddenly and delightfully, that this is an entirely new group of players.. who do things very differently than the old group of players.
First, they use Intimidate to great effect.. they have run into a group of Bugbears no less than four times during the game so far, and on every occasion, they managed to scare the Bugbears into backing off.
This would never have happened with the old group, who seem to see a 'worth this much experience points when you kill it' sign over the head of anything they meet which is not a friendly local merchant or the king, or any member of the king's immediate family.
Second, they do shocking things, like luring some traveling traders into an ambush, murdering them in cold blood while beating the crap out of the trader's body guards, and then stealing all of the trader's loot.. simply because they could, and it seemed the easiest method of achieving their goals at the time.
Oh yes, and when I said 'this campaign will work better if we just ignore alignment as much as possible', they took this to mean 'Feel free to be a happy go lucky sociopath with an eye for the ladies and a no nonsense approach to self serving larceny'.
But that is just fine!
These players use flanking tactics, they don't metagame with tactical discussions during combat, they don't blame me personally when they fail to hit a high armor class defense, and they work far better at their roles in the team simply because they have precious little experience with the older versions of Dungeons and Dragons, they were not biased coming into the game and have not had to jump the hurdle.. a hurdle I had not fully realized was there until now.
These players are not new 4th edition players, they are Modern D&D players.
For them, 4th edition is Dungeons and Dragons.
And I am liking this immensely.







