
To make a long story short, after some potential veiled drama amongst the group, it came out that the GM was feeling a bit lax on scheduling in part because he was more in the mood to play than to run, and didn't have a strong read on how motivated we all were as a group, fearing that we were feeling ho-hum ourselves. While assuring the GM that I was not in fact feeling ho-hum and was highly motivated to continue the campaign, I also offered, depending on exactly how much malaise he was feeling, to step into the breach if needed.
Ah... still not short, is it? Let's cut to the chase. It looks like what we're going to do is alternate. The Rise of the Runelords campaign will continue, and hopefully a bit more quickly than it has gone lately because with any luck our effective once a month or so schedule will again approximate every other week, like it's supposed to in theory. At the end of each module in the campaign (we're about to start 3 of 6 this weekend), Rise of the Runelords will hibernate and it looks like I'll be running module-length (4-6 sessions) campaign chunks, and we'll alternate as such for the time being.


Which means I need to get developing fairly quickly, but not exactly urgently. I've got anywhere from two to three months before I need to be ready to roll, which is plenty of time. I'll have to focus my development activities on items that are more immediately useful, though, rather than on whatever strikes my fancy.
So, anyway... Yay for me, I suppose. I'm certainly excited about the suddenly and unexpectedly looming prospect of putting all my recent theories and development work into action sooner than I expected. As always, as I work out the kinks of this game, I'll post updates here, including, I hope, brief session reports.
1 comment:
Kudos, dude! Alternating DMs works well for my group, and I'll be interested to see how it works out for yours.
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