A rather belated post - the "Isles of Dread" campaign actually ended in July. However, the end remains somewhat fresh, and so in the spirit of completeness, here are my thoughts:
- This was intended as a short six-month campaign to pass some time, and ended up running for almost two years. That's largely a scheduling issue - with so few players we really struggled to get to a quorum. And that, in turn, is why I've called time on this particular group.
- That said, near the end of the campaign I took that view that we were essentially going ahead no matter what, and that actually worked much better. I should have done this throughout. And, actually, I think that may be a lesson for even "regular" campaigns - better to fix a slot and go ahead come hell or high water, and if you find yourself regularly struggling for a quorum then that's a sign to call a halt.
- I was very proud of the way the campaign was structured, prepared, and presented - I've posted about this separately, but the work put in did pay off, mostly.
- The extended duration of the campaign did, however, mean that some key callbacks never paid off. I suspect that would have gone better had things been fresher in minds. Or perhaps not. Either way, nothing vital was missed, so that was okay.
- The campaign structure, which I cribbed from "Lost Mine of Phandelver", was great. I highly recommend this for any sort of "beginner" campaign.
- I never did get an "inventory" sheet put together. With the release of new books, and since I'm now not gaming, I'm not sure it's worthwhile any longer. But it's definitely something that I've been missing.
- The rerolls worked slightly better. One enhancement was that characters now received a number of rerolls per level equal to half their Proficiency Bonus, rounded up. That seemed to make them a bit less of a scarce resource, and so they seemed to get a bit more use.
- For the first time we saw a feat being used (Lucky), but alas it wasn't great, largely because that one served to duplicate the effect of those same reroll tokens.
And that's basically that. A decent campaign, although not a classic, and a reasonable way to close out gaming with that group. I'm a little sorry that this campaign seems to also be the one to close out my career as a gamer, but so be it - ultimately most things end badly, or they wouldn't end at all, to better to wrap things up on my terms (even if in a suboptimal manner) than otherwise.
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