JenBurdoo
2016-06-11, 12:36 AM
As a teen librarian I've run a DnD-esque campaign on and off for the teens at my workplace, and have just been asked to start it up again. The catch is that I am limited to an hour and a half a week by programs already planned and in the official schedule. I'm not really expecting it to last longer than the summer, though if it does I should be able to obtain more time for it.
The upsides:
The ruleset is Tracy Hickman's XD20 - When I say it's rules-lite, I mean in the sense that you can roll up a character in literally sixty seconds, and combat does not bog the game down.
I have time to plan pretty much whenever I need to.
It's summer, so the kids will be regularly available for feedback and are less likely to miss sessions; we might even get in impromptu sessions.
The downsides:
I'm working with teens; they are fickle and it's hard to get them to commit to a schedule.
One and a half hours isn't much when you consider some will be taken up by making sure everyone is at the table, has supplies, and leaves on time.
I hope to plan and structure each session, but the ruleset enables me to work on the fly in a pinch. It has been a godsend as I am very much a new GM. The "campaign" background is basically a capital city; the party will be members of the "Queen's Own Troubleshooters" and be based at the palace, able to go home every night and be debriefed and assigned a new one-session problem to deal with. With luck I can world-build and have the players take interest in their environment.
The upsides:
The ruleset is Tracy Hickman's XD20 - When I say it's rules-lite, I mean in the sense that you can roll up a character in literally sixty seconds, and combat does not bog the game down.
I have time to plan pretty much whenever I need to.
It's summer, so the kids will be regularly available for feedback and are less likely to miss sessions; we might even get in impromptu sessions.
The downsides:
I'm working with teens; they are fickle and it's hard to get them to commit to a schedule.
One and a half hours isn't much when you consider some will be taken up by making sure everyone is at the table, has supplies, and leaves on time.
I hope to plan and structure each session, but the ruleset enables me to work on the fly in a pinch. It has been a godsend as I am very much a new GM. The "campaign" background is basically a capital city; the party will be members of the "Queen's Own Troubleshooters" and be based at the palace, able to go home every night and be debriefed and assigned a new one-session problem to deal with. With luck I can world-build and have the players take interest in their environment.