A Short Campaign History; Red Box to Pathfinder RPG, part 5

It just occured to me that this series of posts is really badly named. Five parts of anything isn’t short. I think I’ll just try and wrap this up fast and move on to other topics.

I’ve already written about some of the other D&D 3.5 and Pathfinder RPG games I ran and played around this time, so I won’t dwell on the topic. After Darkmoon Vale, there was NiTessine’s Legacy of Fire, which was great fun for a while. I decided to stop playing in that particular game when NiTessine’s studies in Tampere made it quite a bit more difficult to schedule games. Another (rather big) reason for me quitting was the gaming group’s emphasis on crunch. At times it was actually like playing Diablo, only with all the fiddly mechanical bits done manually. I’ll just disclaim, that I have nothing against such a playing style. It just wasn’t what I was interested in anymore. For the past year I’d been playing games of this sort almost exclusively. The combat fatigue (sometimes literally) was starting to show.

My next campaign was Toinen Pimeys, based on Paizo’s Second Darkness adventure path. For this game I hand-picked my players with the criteria that the group should consist of players with less interest in crunch, and the ability to get into the story and their character’s mind-set. The players should also be able to get along. A reasonable amount of between-games upkeep was also expected of the players (character sheet upkeep and such), but as I found out later, this criteria was not met very well. A friend of mine pointed out that: “You can have good role-players with other things going on in their lives; or you can have players with all the time in the world to play, fiddle with their characters and talk about gaming. You can’t have both.” This is, to a point, quite an accurate statement, but I believe it is possible to find some sort of middle-ground. That is, players meeting my (perhaps rather strict) criteria, who can invest more time and effort into the game than just the four to six hours of weekly or bi-weekly time it takes to actually play.

Toinen Pimeys has had an excellent track record of regular attendance, and a total of 13 game sessions, making it my second-longest running adventure path. I expect the campaign arch to reach its finale in about 8-10 game sessions. So far so good. I fully expect to finish this one, which would make it the first adventure path I’ve started that actually has a proper ending.

I think I’m done here on the topic of my D&D campaign history. Was it an interesting read? Or did you find it rather boring and self-centered? Was there anything in it you’d like to know more about? Any feedback at all would be appreciated.


5 responses to “A Short Campaign History; Red Box to Pathfinder RPG, part 5

  1. Still reading, not bored :).

    How bout blog post about what makes d&d/pf good enough for you to put so much your own time in them ?

    • Not a bad topic at all… I guess you caught on to the undercurrent of slight annoyance at the system’s many faults? Why indeed. I think I’ll have to think this one through before posting.

  2. Definitely was interesting.

    It was also good to hear some opinions (even small ones) about those adventure paths, as I’ve been recently toying with the idea of giving one of those a try.

  3. Agreed, interesting stuff. I’m just a bit baffled that despite all the problems you’ve had, you still try to go on with D&D. Maybe some other RPG would contribute to your gaming style better?

    • I guess D&D is the game I love to hate. As I said in my reply to shaman42, I think I’m going to blog on this particular topic at a later date.

      Anyway, glad to hear you’ve all liked reading my ramblings.

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