Blood and Brilliance: Draw Steel Campaign Chronicle
The new spot for posting campaign chronicles has me inspired to start throwing in some of my own, since I've had such a good time reading through/learning tricks from the others I've seen so far. For the past six months, I've been running an ongoing game of Draw Steel, and last week we had our first game since November. I won't recap too much since it's been a pretty long-running game, but here's a speed recap. This'll be a long one, but for future sessions I'll be a lot faster I think. We opened with a collaborative Session -1, in which we built a setting that worked with the core fantasy of Draw Steel. Most of it is pretty standard fantasy stuff, give or take a few exceptions like memonek (almost robot-esque beings from a plane of law). The setting we came up with revolved around powerful gems that form pseudo-sentient hive minds deep underground, but can be separated and harnessed for magical abilities. The players wanted a sort of "New Gods" coalition of humans to feature as antagonistic empire builders, who have found and hoarded the knowledge of safely using the gems to themselves and used them to build an empire, while doling out less powerful "gem devices" to the less fortunate at a profit. They set up a very cool concept for a flying city, in an almost steampunk-esque world where most technology is powered by gem fragments. First session started with a bang. They wanted the inciting incident to start right when the city took off, and they did! The session started with the party's execution, which was interrupted by the unannounced early launch of the city. They fought the disoriented guards, escaped, and have spent the past six months fighting their way through the forces of the Curator, who runs the museums (propaganda) in the city and foiling his plots. The players reached level 3 (out of 10, in Draw Steel, so they're nearing the end of the first "tier" of play) and completed a dungeon. Our most recent session was a big one. I've felt like the game has been stagnating pretty badly, not necessarily because of the content or characters, but just because scheduling issues have been absolutely terrible and there have been various issues with a few players. Recently, we lost a player from scheduling concerns, and probably another one down the line, so I asked a mutual friend of the remaining players if he'd like to join, and it was an absolute blast. He's totally new to TRPGs, but took to it quickly, and I think the shakeup of the player composition combined with a little break from playing has really breathed some new life into the campaign.