Almost Done: Some Thoughts After the Penultimate Session of a Very Long RPG Campaign

The most read posts on this website, year after year, are Thirteen Things I’ve Learned About Superhero Games After Running 30 Sessions Of Mutants And Masterminds and its follow-up Fifteen Things I’ve Learned About Superhero RPGs After Running 150 Sessions of My Campaign. They’re both RPG-centric posts about an ongoing superhero game I’ve been running since early 2011.

Last night I ran session 199, and when we convene for session 200 last week it will be the last game of the campaign as it exists in its current format. One of the original players is moving interstate, and we’re hitting the end-point of plot elements originally set up somewhere in issue 20. The heroes just beat-up the Herald of a world-devouring galactic horror, and next week they’ll fight the ancient robot from the dawn of time trying to bring that galactic horror to earth.

Which is not bad for a group of heroes that got their start chasing down escaped velociraptors and re-skinned knock-offs of the Vulture, all while fretting about whether they’ll fail English.

I’ve run long RPG campaigns before—D&D campaigns that spanned three or four years and took the heroes from 1st level to the top of the XP chart—but it surprises me that the longest in both years and the number of sessions has proven to be a superhero-based game because, frankly, I’ve tried to get one running several times over the last few decades and they usually falter very early on.

Fortunately, we’ve had a good lead-in to the end of the campaign. Lots of forewarning that the player in question was going, and I’ve spent a good chunk of time thinking about what made this campaign work and what I’d do differently if I started a new supers campaign tomorrow.

It’s largely refinements of the notes I wrote in last year’s Fifteen Things, with some influence from reading games like Blades in the Dark, which have really interesting systems for achieving long-term goals and keeping all the power-players in the setting active and coming up against one another.

It was also largely theoretical—I’d been intending to set superhero games aside when the campaign is done and try something else. For someone who ran a lot of D&D and other games, sticking to a single campaign world for nine years is a weird feeling. I was looking forward to running something else, and enjoying a change of pace.

Then, about three weeks back, I sat down and jotted notes for two different ways of continuing in the setting. Not the same campaign, necessarily, but doing a kind of reset that would take the end-point we’re heading towards and fly off in a new direction. Something that would work rather well with two player characters instead of the larger group, and give me a chance to try and lock down the lessons of the last nine years and formulate them into a broader theory. Maybe even a chance to try and replicate the kinds of things comics do that don’t come naturally to games.

And it’s tempting. Extraordinarily tempting. If only because running a superhero game is so much less prep work than anything else I’ve ever run, especially if I try and stick to my plan of only using twenty or so villains for the first year or two of gaming.

Three Uses for Splash Pages in Superhero RPGs

So the last time I blogged about Supers gaming, I was in the middle of putting together a list of things I could use to streamline my preparation for games. This is still a work-in-progress – despite my efforts, I  came to our  last session with fairly minimal prep work outside of NPC stats and an overview of the plot – but even the beginnings of the process has been fairly useful. For starters, actually writing down the post-game debrief after every session, even after two or three sessions, is already starting to clarify the kinds of habits/tropes I want to make sure I hit every session.

One of those, which I’m starting to put on my session planning sheet, is the notion of an in-game splash page. It’s one of those habits I picked up somewhere along the line – if anyone can remember the RPG sourcebook that explained it, please let me know – and I’ve used it on and off for a couple of years when running superhero games. When it comes to my prep sheet, there’s now a lot more on than off, and it’s made an immediate difference in terms of me feeling better a night’s session.

In comics the splash-page is an enormously useful tool – it’s  a big, eye-catching illustration that takes up an entire page unto itself, interrupting the action and throwing the focus on a particularly epic or important scene. Historically splash pages come right at the beginning of the session, since you pack a lot of detail into that one-page scene that wouldn’t ordinarily be there when you break the page up into panels. It also lets the comic creators pack in all the credits into a single page.

Roleplaying games don’t have pages, but just as page-space is a valuable commodity in a comic book, time and GM attention are valuable commodities in game. You can create the feel of a splash page just by putting a little extra effort into your description of an action, or by doing some set-up and asking for the players to fill in the details. When you’re flying through a combat, for example, and everyone’s on top of their game in terms of figuring out what they can do, the details are usually short and perfunctory.  That means there’s a lot of power in  saying, “yeah, that’s cool, it’d probably be a full-page image that depicts your character doing this…” and going from there.

And as comic books have always taught us, with great power comes great responsibility, so I’ve been thinking about the kinds of things to look for when it comes to splash page moments. At the moment I’ve got a short-list of three things it’s useful for:
1) SCENE SETTING

It’s the primary purpose of the splash page in comic books, and it works just as well in an RPG session. A splash-page type image allows you  to start mise en scène and set  the dynamic of the session to come. The new Marvel game latched onto this perfectly and made it a core part of the approach, and I have to admit that it matched the way I like to start sessions closely enough that I’m just using the Marvel game’s suggestions as a formal approach – do the big, broad-scale outline of the scene and use the players to fill in the little details.

Usually these scene-setting shots will be focused around action. My group is geeky enough – and sufficiently fond of the conceit that we’re actually creating a comic with our campaign – that I can often do this kind of full-page image creation literally just by saying “our splash for this image depicts a chase-scene down main street as the Dragonfly tries to escape. He’s in the foreground of the shot, flying low the road, leaving a trail of wrecked cars behind him. Where are the two of you? What are you doing?”

Sometimes, though, I’ll use it entirely for creating a image for the players. For example, “your conversation takes you down the hall of your school and out onto the roof. You’re deep in conversation, discussing your plans, but then we turn the page and get splash image – the two of you, drawn very small, on the edge of the school building, looking out over the athletics track, realising for the first time that there are cybernetic dinosaurs wandering the neighborhood  In the background, beyond the limits of the school oval, there’s silhouettes of additional cyber-dinosaurs visible above the rooftops of suburban homes.”

2) MAKE PLAYER CHARACTERS SEEM AWESOME

Splash pages that set up an issue are common. Full-page panels devoted to events that take place after that set-up are relative rare. In fact, they’re generally non-existent. Page space is valuable in comics – when you’ve only got twenty-two pages or so to tell a super-hero story, devoting an entire page to a single action or exchange is a big deal. They aren’t wasted on secondary characters or minor things – when a comic-book character’s actions get  full page, it’s a big fricken deal. In fact, it’s usually a scene where the character in question is doing something unbelievably cool and bad-ass.

RPGs don’t have page-counts that they need to worry about, and even the time-and-attention parallels I made above aren’t a precise match. RPG sessions are usually a few hours long and if you’re using a scene where things are quick to resolve, as we are with M&M, you’ve frequently got the time to create a couple of splash-page type moments without unduly affecting the overall schedule of your game.

These days I’m looking for the opportunity to create two additional splash-pages a session in addition to the set-up. These are all about rewarding the players for doing cool stuff in-game, or signifying big moments.

Sometimes it’s even about rewarding players for doing cool stuff that’s destined to fail or simply goes wrong ’cause of the dice. For example, in my last session, one of the player’s splash-page moments came at the defeat of the major villain (coincidentally, it was also celebrating the fact that player critted the bad guy, ’cause the dice liked us that night). The other splash-page image came when the electro-path was trying to use her powers to drain all energy out of the villain’s doomsday machine.

For various reasons this was always going to be a tough ask, and the dice didn’t favour the player when the attempt was made, but even in the heart of failure it was possible to make their attempt seem epic. This is more or less the description I used in our last session: Okay, splash page moment – we get the shot of you under the machine, just a dark silhouette against the white-hot light as you siphon out unbelievable amounts of wattage from the device, the scale of the page showing just how small you are compared to the device you’re trying to drain. Afterwards, when we turn the page, you’re on your knees, trying to recover, and wisps of smoke rise off your skin and uniform. You get the feeling you’ve stretched your powers to the limit and still there was more to siphon off – what do you want to do now…

I may have undersold the size-difference a little, but the thing I really wish is that I’d asked the group to come up with the big, dominating sound-effect that would have gone along with the mental image we were putting together. In any case, this was a failed roll, sure, but it left the character looking great and created a big, super-hero like image that highlighted exactly what they were up again. Sure, I could have picked one of the combat moves the character did throughout the session to highlight this way, but that would have been a waist – while the first PC is basically a combat-trained brick, and thus meant to be showcased in a fight, energy controllers should have a very different kind of showcase.

3) REINFORCE GENRE TROPES

M&M already has a system for rewarding players for adhering to genre tropes in the form of hero points, but they’re given out for all sorts of reasons and don’t always feel sufficient. When I look for the moments to highlight as a splash page, it’s not just about highlighting the heroes pivotal moments in the game, but also the moments that I want to encourage as being particularly appropriate as a genre.

Just as a splash-page in comics tells you that a particular scene is important in the overall arc of the comic, taking the time to highlight a particular set of actions is a subtle cue to your players that they should, maybe, do more of this kind of stuff, no?  For instance, our electropath has long-ago given up using one of her powers, since it was underpowered during the initial build and never really worked on enemies. It’s still on the character sheet, but it’s not one of the go-to options, even when it probably should be.

When we hit the “drain the doomsday device” scene I knew the odds of succeeding were going to be slim, and one of the obvious options for resolving that (ie, making the odds less-slim on the fly) wasn’t really the best fit for the session. Hence the attempt to make the player seem as cool as possible in failure, so they’re still tempted to try similar tactics in the future. ‘Cause, realistically speaking, energy controllers should be doing that sort of thing, and I’ll couple the description I used for this failure with a note to have some easier things to drain in an upcoming session, just so we cement that it’s thing the character can actually do.

I’m still working at getting all this right, but paying attention to it in recent sessions has really the games *feel* a lot more successful to me (and, hopefully, to the players). I’m already going back and looking at some of the things from previous session I wish I’d given the “full-page” treatment – first kisses between player characters and their significant others, for example, and the first appearance of some NPCs (’cause, honestly, giving an NPC a splash-page debut basically screams “big deal” or “evil”, depending on what they’re doing).

What about you guys? Anyone use something like the splash-page in their games? Any moments you wish you’d applied a little extra detail to in hindsight?

Post-Session Notes from Last Night’s Game

So we ended our Mutants and Masterminds hiatus last night, although in retrospect I wish I’d waited an extra week or two – working a whole bunch of weekends in a row means I don’t get a lot of time to prep sessions and, man, I really wish I’d had time to do a little more prep work on this one. On the other hand, while the lack of prep hurt the session, the counter-argument is that the holidays are coming and there’s usually disruptions to gaming schedules anyway. Getting back into the groove of regular gaming is probably more important than running a perfect game session at this point.

In either case, what’s done is done, and I’m sitting here doing my post-session debrief, trying to figure out what worked, what didn’t, and how the campaign world is destined to change in the coming sessions.

This is something that I’ve always done fairly informally and in a free-form kind of approach, but it occurs to me that I’ve spent much of this year adapting my writing process to the fact that I no longer have the vast expanses of free time to spend on it, but I haven’t actually done the same thing with my gaming.

I’d ordinarily make these kind of notes mentally, and over the space of a couple of days, but given that I’m now running games far more often I’m figured I might try compressing them into a short blog-post after the session finished. Primarily I’m doing this ’cause it’s part of an attempt to develop some pre- and post-game rituals that will formalize some of the processes I used to approach in a more languorous manner. I want to try and streamline the hours of prep-time that I’d put into a game (mostly in terms of long-term plotting) into something that fits my schedule and keeps the game fun for me and my players.

THE BAD

The biggest thing that bugged me about the session was how  set-up heavy it was – I introduced a whole bunch of new elements into the campaign, all of which I’m happy about, but none of them had an immediate pay-off that gave the feeling that a plot had advanced over the course of the evening. New characters were introduced (Ret-Con, a member of a time-travelling cadre, who appeared by disguising himself as *another* newly appearing character – I know what I was trying to do, but I tried to do to much of it), new storylines were sparked (the PCs world was temporarily invaded by cyber-dinosaurs from an alternate time-stream), and an old sub-plot was revisited on short notice when one player contacted an NPC to ask for help.

While this was all tenuously linked to the events of our last session, showcasing some of the consequences of what would happen if the villain succeeded in their plan, it didn’t actually advance the players towards finding said villain in any way that was based on the heroes efforts. The feeling of cause-and-effect that makes the PCs central to the story was missing a little.

Other things I’m feeling grumpy about: my ability to set scenes and describe things was complete pants during this session; I had a serious case of cut-scene-itus (scenes where players spectate, but can’t interact); I couldn’t remember the name of an NPC fast enough to get on the same page as the player; the players came up with a cool tactic that should have been celebrated, but I didn’t give it the splash-page-treatment it should have gotten in-game.

I should stress that I’m not beating myself up about any of these things – just noting them as things to work on in the future, ’cause I’d like each session to be that little bit better than the one that the one that came before it.

THE GOOD

While I started with the bad, it wasn’t all doom, gloom, and misery (which is totally going to be the name of a villain team in the future)

There were a bunch of things I did in tonight’s game that I’m really happy about, and I’d like to remember how they worked. For me, the big winner was the Cyber-Tyrannosaurus as bad guys, primarily because they represented a huge departure from my comfort zone in terms of villains. He was a honking great over-the-players PL bad guy with crappy defenses and great saves (except, in this instance, his Will save, which proved significant – our electropath finally succeeded in using her ability to control machines offensively for the first time).

That the players succeeded in handling the T-rex relatively promptly significantly widens the scope in terms of the Power Level I’m willing to play with for the opposition. I also kind of look at it and think “yay for the villain audit,” since the decision to go cyber-T-Rex as opposed to other dinosaur types largely came down to the T-Rex being the utter antithesis of my villain trends.

Other things that worked: Seeding a future bad-guy via a brief,  foreshadowing cut scene; making a series of call-backs to key elements in our early issues (what is it with our school and dinosaurs?); having great fun babbling about time-traveler pseudo-science; players doing interesting things with their PC’s powers.

RULES REVIEW

I really need to take a close look at the grappling rules so they move a little more fluidly – both the T-Rex and one of the player characters had Improved Grab as an advantage, but I still need to reference rules in order to make them work.

I also need to get a clearer understanding of the way one PC’s Affliction power worked – its been underused, which meant we were all caught off-guard when it worked, and it also doesn’t quite match the way the player wanted the power to work now that it’s finally been used successfully.

FROM HERE

I rarely write these kinds of details down a session, although I often lie awake in bed thinking things over. Blogging about them has been kinda interesting, ’cause I’m already seeing the ways I can create a kind of pre-flight session document that’ll streamline game prep. I’m going to tinker with it a bit over the weekend (around work) and implement it next session – if it works, I’ll report back in two weeks time.