[Diaspora] Campaign Writeup: The Azure Cluster
David Dunham
alakoring at gmail.com
Thu Feb 11 23:10:00 MST 2010
Ken
> I felt like our group kept a
> bit of a tighter 'hold' on the planets we rolled up ourselves (in
> otherwords, we kept more creative control over them) than Diaspora
> seems to hope for. Did your table feel the same way, or were you able
> to put them out there and sort of let them go for everyone to add to
> equally? Just curious about how different groups are experiencing
> this part of the game (since it's the only part we've gotten to do
> yet).
I think we did a reasonable job with the collaboration.
What I did was put everything on a whiteboard, and tried to get everyone involved. The fact that you create aspects one at a time helped, I think.
Then I asked everyone to flesh them out, on paper. We then read them. And what I posted was the version I eventually got via e-mail.
For what it's worth, we haven't gone and changed system aspects, though I think every player has tweaked their character aspects as we've learned the game.
BTW, I used OmniGraffle to do the cluster map. I couldn't find anything that let me enter values (and I don't use Windows).
Toph
> For stunts, I really like the idea of MG C/T, and l-o-v-e the fact
> that two players chose different applications of it. Just fantastic.
I hadn't really noticed that, but yup, disguising (which normally requires an apex skill) and speaking with aliens both seem like they go beyond the normal, in different ways. I did notice that almost everyone took a military grade stunt!
> I also like the patterning to your session descriptions, with two
> clear scenes in each (each of which could go or do go to a
> minigame). It's a nice structure, and perhaps a nice model to
> follow, with a clear sense of rewards at the end (I love adding free-
> taggable fish roe to the ship. But then, I like "big bowls of fruit"
> as well.
I think our third session may look similar. It may have something to do with the amount of time we have.
As for rewards, I think this may be something I'm bringing from HeroQuest, where there is frequently a "lingering benefit." With no real item or wealth accumulation, getting aspects seem like a reasonable way to provide an in-game reward for doing well. (I will also use negative lingering consequences as applicable.)
> Can't wait to find a metashark,
If you (or anyone else on the list) are ever in Seattle, you can join our game!
David Dunham
Glorantha/HQ/RQ page: www.pensee.com/dunham/glorantha.html
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