Sunday, September 22, 2019

I Gamed! 5e Session 2

Ok. Second session. Introductions are done and it's time to start doing party things. At least that's the hope.

I'm still not fond of this guy's style of GMing. He draws way too much on popular culture references but part of that may be his attempts to keep his son involved. But that sends his son into quoting stuff that pertains to the reference and it goes from there.

Or he could just be that kind of GM.

All the adults agree that we don't like the limitations of 5e. But we're going to keep playing it. I think trying to get his son to play a more detailed system wouldn't be practical. So 5e it is.

To summarize where we are. I passed a conquered city on my trip south. Turns out they were in that city trying to defend it and ended up with a band of refugees about 1,000 strong. But of course none of the city leaders made it out so the party (as it was) was trying to organize them into some kind of action.

I showed up and we got drafted to be the delegates for them to try to get help from a pirate village. Yeah. I hear ya on that one. The negotiations were done without us present and the one guy from the town got some help in return for us doing something for the lead pirate. They never asked. We sailed off to another city and have a set time to steal some item from the Pirate King.

We got to the new city. We talked to his contact. He sent us to another contact. Now you're caught up.

The pair of half-orcs decided we looked more suited to finding work in this place rather than the shiny paladins. That didn't work out at all. We tried a different tactic to get information and - surprise, surprise - it meant being enforcers with the target being the other guy who just blew us off.

The GM admitted it was to move the story along. He's that honest, at least.

At this point there's a bit of discussion between the practical half-orcs and the idealistic paladins. We want to wash our hands of this whole situation and take one of the roads out of town. We're tired of being used as pawns and honestly we don't care if those refugees make it or not. They're capable of finding their own ways to survive. The paladins make some noise about oaths and protecting the innocent. End result is we keep going. Of course.

The others in the party captured the person and turned him over to the guy who sicced us on him. There was payment. Woo. The guy also had a magic compass that showed us exactly where we needed to go to find the lair. And it was almost exactly like the compass from the Pirates of the Caribbean movie. Yes. He's that lazy.

We get to the island. We find ruins. We find the passage behind the waterfall. We overhear some pirates talking about how the Pirate King has plenty of treasure, that they're tired of being almost killed, etc. So I suggest we use these mooks to get us to the treasure room and if they live we take them with us when we leave the island. Surprisingly they agree.

So we left it with us having to get past some kind of guardian for the treasure room and then the Pirate King who seems to live in the room like some kind of dragon. Which I kind of hope he's not given our character levels.

I'm kind of but not really enjoying the game. The people are nice. The kid is as bad as I was warned he would be. The GM isn't as good as others I've had. And it's 5e.

I told them at the beginning that I've been asked to GM a 3.5 game and if it works out I may not be able to be in this game due to scheduling conflicts. They were understanding and we're going to see how things shake out. I have some time before the first session of the new game so I'll still play in this one.

I'll talk about the 3.5 game in another post. So far it's still gathering up people and answering questions about possible character ideas. And hoping that the venue will let us use their event room for free since none of the game stores around here are really RPG friendly.

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