Archive for Hellas

le dernier troyen = Hellas

Posted in Games with tags , , , on October 29, 2010 by stingersix

Hey, I totally failed French in high school (and I’m not ashamed to to tell you), but this French graphic novel le dernier troyen totally has a Hellas: Worlds of Sun and Stone vibe going on. No, maybe it’s the other way around? Who cares! This looks very cool and I think I will try to get my hands on a copy to check it out. Hell, I couldn’t read Japanese 25 years ago either and look what happened. Err, never mind…

I really did enjoy that oneshot I ran, and I hope to run Hellas again with an adventure of my own. That said, I think it is built more for campaign play, since it has pretty deep chargen. Which is a good thing. I wonder what I can make happen?

Speaking of graphic novels, I was going through our library at work and found an ancient copy of Galaxy Express 999. Very very cool and totally got me thinking of running something based on it with Starblazer Adventures. The PCs could be traveling between the stars on a spaceship that is basically a train. And I could have the mysterious Maetel and the Conductor there like Mr. Roarke and Tatoo (oh, maybe not like those two, but anyway). Make it a murder mystery?

The wheels are turning!

Hellas tomorrow

Posted in Games with tags , , on October 16, 2010 by stingersix

I’m running Hellas at the Endgame Minicon tomorrow. I spent some time with the adventure the designer wrote for GenCon and did a relationship map. The adventure text itself was pretty rough to say the least, but the R-map clarified it a lot.One thing the R-map brought out was an opportunity to jazz up the opposition a bit more, so that will happen.

I realized I needed to hook the characters into more since this is a oneshot and we need to get to the good stuff right away. The ready-made PCs got their motivations and backgrounds tweaked, tying them closer to each other and the antagonists.

The adventure as written has a three-act structure, but the middle act isn’t so strong and in the interest of time, I may cut or truncate it – if the PCs even go that route. The way things are set up now, they may get into more than enough trouble in Act 1, and I’ll be looking to just let thing develop in the direction the players want to take it.

I’m kinda looking at this as more of a demo really, since the game is designed to more fully show its depth in long term play. Hopefully I can bring the usual mojo to this game.

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