by Ramanan Sivaranjan on November 18, 2014
At the start of 2014 I decided I would finally run a game of D&D, rather than always being a player. It was a sort of gaming New Years resolution. If you read this blog you can probably guess what I wanted to run: a game set in the doomed world of Carcosa! I started writing up rough notes for where the campaign would begin, and fleshed out a small region within the larger world map for players to explore. I then sat on those notes for 8-9 months.
Deciding what to run and how to run it wasn’t that difficult. My main stumbling point was getting over myself and actually running a game. I hadn’t DM’d anything in probably 20 years, if not longer. It seems weird to feel apprehensive about an activity little children do without much fuss. I’d talk about running a game, eventually, and leave it at that. Until yesterday.
Being on the other side of the DM screen was a strange experience. I didn’t find it as stressful as I had thought it would be. Because everyone I normally game with was busy it was just me and two players, Eric and Gus, but that was probably for the best. I found the logistics of managing players was probably easier. I decided to run an OD&D, a system so poorly fleshed out you don’t really have to worry about playing the game wrong. The nice thing about our group is that we all have a rough sense of how to play an OD&D game, and make the same sorts of assumptions when playing. The adventure we were playing was one I made myself. That familiarity with the material probably helped the game run smoothly.
I think the session went well enough, but I have been trying to reflect on what I need to do better. I want to run a Carcosa game with a healthy dose of He-Man, but this first session lacked anything that would suggest a Masters of the Universe vibe. I don’t think I did that great a job highlighting what makes the world weird. The dungeon I had made was supposed to seem mostly empty, with the big reveal being, “oh shit it’s actually full of Bone Men!” I think the actual result of the session lacked that critical, “oh shit.” From the game side of things, I need to firm up when I roll for random encounters. I was too inconsistent here, sometimes letting the players search without consequence or travel through larger chunks of the dungeon unmolested.
All in all it was a lot of fun. In hindsight there was really no way it wouldn’t have been. I think the people you play with really make or break this stuff.