Showing posts with label wonderland. Show all posts
Showing posts with label wonderland. Show all posts

Sunday, November 18, 2012

Wonderland Session 8

After an extremely long break between sessions due to illness, schedule issues and other shenanigans, my little troupe met again.

We have M- Sir Epperson the Third; Captain and Noble
B- Squeakers the Clown
Z- The Policeman
L- Sorceress
K-Tennessee Jones, Explorer
C- Alistair, "Batman"
K-Lem, Ghost

Lem and Alistair were not able to make the session, but we went ahead with the adventures.

The group landed on the shores of Meridia safely and made their way towards the main settlement after parking the boat, to which Squeakers has developed a method of communication.  The settlement is built into a large grotto which is dotted with random rocks across the landscape. The rocks are tall and similar-ish to those found at Stonehenge, but in various colors. The buildings of the settlement are tucked into the grotto, along side the rocks in a fairly random fashion.


No palm trees, though.



Wednesday, October 3, 2012

Wonderland Session 6 & 7

We finally had our entire group together as we began this session.

When we left our intrepid "heroes", the group had heard voices crying for help through the Void, and had gone to their rescue despite the Captain's protests. Once on the island, they had encountered a group of people huddled together on the beach, and one of the people had turned towards the Captain with a wild look of hunger, and we had faded to black.



When we picked back up, I fully intended for there to be a conflict during the session. All of the players had commented at one point or another that they wanted a fight, and I had planned the adventure with that in mind.

But my players had other plans.




Sunday, August 26, 2012

Wonderland Double Feature (Sessions 4 & 5)



So I totally forgot to do a write up of Session 4, and then we had Session 5 this week.

In Session 4, the group was visiting an "island" inhabited by monks living in a monastery. The monks were extremely polite and friendly, rising the group's paranoia. They eat dinner and go to bed for the night, where the island effectively "rolls up" for the night.

The clown and Alistair don't sleep but somehow don't see their boat being taken by the monks and hidden. When the group wakes, they discover the boat is missing, and are invited to go to "service", where they learn more about the Twin Gods and the overall beliefs of the world.

The group stops the revered leader after the service to find out where the boat went and why the monks are trying to stop them from leaving. A larger discussion begins, and the group finds out quite a lot, much of it through observation.

There's a revelation that the TwinGods are off doing something important that takes a while, and somewhere the notion that they are having a baby comes about. While this conversation is happening, the leader of the monks begins to reverse his aging process almost in front of their eyes. As the leader learns, he becomes younger. His encounter with the group seems to reverse his age by a decade, if not more. This process continues throughout the rest of their conversations with him.

The group discovers that the monks came from somewhere else, and moved to their current island to escape the distractions of anything other than studying the TwinGods. They've forgotten what women are like except in a theoretical sense so the presence of the "pretty lady" has them somewhat baffled.  They have also lost sight of the instructions given to them by the TwinGods and the revelation that they need to follow all THREE of the rules laid down is a big deal.

The monks reveal that they left some men and a large contingent of women and children on their homeland, and that they don't remember where their home is, but it's "that way".


The group decides to try to find the monks's homeland if for no other reason than it must be full of women. They set off to the general area closest to where "that way" is, and they prepare to embark out into TheVoid.

that ended session 4.... Session 5 started with the group getting on their boat, trying to get back to the "land of the women ladies".



Thursday, August 2, 2012

Wonderland Session 3

This session showed that even with planning, games can go sideways without too much influence. Two of my players were unable to attend, so the events I had planned for the session had to be scrapped and new ones had to be implemented quickly.

My players were on an island that had time zones- large geographic regions that were permanently twilight, early morning, afternoon, etc.  They had found the remnants of what might have once been a village and decided to camp there for the "night" (even though it was mid afternoon). 


The group woke up, and two members of their group were missing. As they started to look around, The Captain noticed that some of his clothes were lightly wet. It wasn't really "wet", but somewhat more tacky, like antibacterial hand gel. Further investigation showed that there were spots of the tacky like liquid along the tops of the stonework ruins, but not anywhere on the ground. 


Monday, July 16, 2012

Wonderland Session 2

We had a great session of Wonderland this week.

I lost a player and gained one, and I think I handled this change pretty well.

The group traveled through the Void; which was terrifying and strange. The group moved through total emptiness, and then through a cemetery of souls that grabbed for them, and then through the roots of a world above them.


As the group made it to the "end" of the Void "road", they felt a bump as if they had run aground. They saw a small pinhole of light, and as they peered through the pinhole, they saw what appeared to be twilight.

Thursday, June 28, 2012

[RPG] Wonderland Session 1

Last night was the beginning of my Wonderland campaign.

I had more players than I expected, which was a very good thing. I explained the world and background to them, and answered a LOT of questions from a player that is new not only to the system, but roleplaying as a rule. It was really fun being able to explain things in a way that made sense, but gave the sense of mystery and uncertainty that a "new world" offers. I started them off on Miracle City, one of the islands in the ocean of the void. The city itself was Steampunk/Victorian in overall setting. 

I had them roll up characters, and I wound up with the following people: A Sorceress, A Drunk Cop, The Ghost of a Samurai, A Crazy Explorer, An Engineer Plumber and a Miming Clown. 


Friday, June 15, 2012

[Wonderland] Second Chances

Several people have asked me how my session of Wonderland went on Wednesday.



Unfortunately, there weren't any players. However, on the way out of the store, I ran into a buddy and we started chatting in the parking lot.

The buddy and his girlfriend are just learning about RPGs, and had a lot of questions. While talking, they expressed interest in my little playground, and so we're going to try again next time. Then when I got home, TheBoy told me he really wanted to play, so it looks like I have potential players for next session!

This "second chance" gives me time to flesh out the background packets I'm passing out to the players, as well as work on the map some more. (I need to find a way to share my map with you guys! I think you will like it.)

Tuesday, June 12, 2012

[Wonderland] Beginnings

Rather than talk and dream and blather about the Wonderland idea, I decided it was time to actually run it.  I'm jumping in.





I'm scheduled to run my first session (intro and character making) tomorrow. I still have some work to do (printouts and maybe clean up the map some more), but I can't back out now...

I'm still not sure if I am crazy or convinced, but I am doing it.

I'll let you know how it goes.

Tuesday, April 17, 2012

[RPG][Wonderland] Creating Opposition

I have finally decided on a system to use for Wonderland. I'm going with Risus.

After considering about 6 systems (including Savage Worlds and Mutants & Masterminds) and talking to TheDude about running something I can't "sell", I decided to do what I wanted and worked best for my game idea, and stop trying to do what I "should".

The map has been made (although it needs serious cleaning up) and the setting(s) are defined fairly well, with a lot of room to breathe and change if the soon-to-be players mess things up, confuse me, or otherwise X+1 me.

The next thing I am working on is the "opposition"- the things the players will face in the environment, and decide motivations, mannerisms and so forth for them. Because as much as this game is ultimately intended to be a "players vs. the world" sort of idea, there will be things to Deal With.


Most of what the players face will be much like themselves, but maybe with different beliefs, reasons for doing things, or understandings of the fundamental rules of the world. At some point there will be conflict; or at least I expect so given this is a game and there is an underlying want to "kill orks for beer money" in many gamers I know.

Coming up with those beliefs, values and reasons is a lot harder than coming up with "what they look like". GM's, what is your take on making opposing forces?

How do you make them, what do you consider important, all those things- please share!