The Prequels

Since the majority of D&D I (and the group I play with) know has been 5e, we could very fairly be described as some of the Cargo Cultists that Bradford C. Walker often derides.

And since this is the first time we are attempting (them playing, and me adjudicating) I felt it incumbent to do everything I could to ease the transition.

We have just come off the back of a 2-3 year Storm Kings Thunder campaign, which picked up not soon after our 2-3 year Curse of Strahd campaign ended, and so implementing #BrOSR principles is almost a complete upending of how we are used to playing.

I suggested a small break between campaigns. 

To let us decompress and refocus.

Someone would run a short game of something during our usual weekend slot, and I would adjudicate the first few "Patron Turns" during the week. To get us into the routine/habit of doing so and to iron out any kinks before our official launch day.

[Manifest Destiny]

A period of de-programming the cargo cultism if you will.

A one month break before the 'training wheels' came off.

I have seen a similar introductory period work rather well when it was implemented with #LivingUrf, for #Decembork, and during #BROvenloft.

[Example Patron Orders]

It gave the players a chance to settle in, get familiar with the mechanics, their responsibilities, and begin to set personal goals or forge alliances.

In short it set the State of the World as the Players would find it.

How well this will work given that we are underpinning this campaign with a published module is anyone's guess. 

Best I can do is document the findings, reflect upon the results, and stand witness to how deep this rabbit hole goes.

[My notes after 4 weeks of Faction Play]



Comments

Popular Posts