Preview #5 Campaign Setup and Timings
Posted: Fri Jan 27, 2023 3:26 am
Campaign Layout
Hello everyone! We're taking a break from our award winning series of preview vignettes to layout how we've setup the campaign.
Last Stand consists of an active prologue and then 12 in game days, with day 12 larger being wrap up with minimal rolling (If you win, it might even be the celebration day, who knows?). This is a bit longer than our usual PBP games and we've tweaked our approach to the days in response. In brief, the days can be summarized as:
Day 0/Prologue: Action heavy, Event
Session 1
Day 1: Some Action, Events
Day 2: Action Light, Events
Day3: Action Heavy Rival Fight, Event
Session 2
Day 4: Some Action, Event
Day 5: Action Light, Events
Day 6: Action Heavy Rival Fight, Event
Session 3
Day 7: Some Action, Events
Day 8: Action Light, Events
Day 9: Action Heavy Rival Fight, Event
Finale
Day 10: Action Light, Events
Day 11: Ultra-Action Heavy, Event
Day 12: No Action, Events
There's a pretty clear pattern here of rising and falling action. Every session begins with some action, has a quieter middle section and then reaches its climax. We've designed the campaign like this to make sure the GMs don't end up entirely burnt out. Also, nothing but combat for an entire campaign might get a little boring.
What does this mean for you as a player? Mainly it's an indication of how much bandwidth we have throughout the campaign. We'll always be around to do our part, but if you message myself or Crawdad while we're running two combats and a secondary event the response might be a bit delayed.
Combats
But yes, there's going to be a lot of action. People might impractically dual wield pistols as they jump out of warehouses, vehicles will blow up for little reason, bad guys will just keep coming. And through it all we'll be doing our best to keep things moving.
We're sure you've glanced at the "Combat Tracking" channel on the discord. When a major combat is running (any fight with 3 or more PCs) the GMs will setup a thread in that channel for coordination. Feel free to use that thread to coordinate, strategise and ask the GMs if there are any exploding barrels about. It's also where we'll be doing our best to make sure combat keeps flowing. Don't feel as though you have to be furiously mashing F5 once the blaster bolts start flying, but if you sign up for a combat we'd appreciate if you are around to post in it a few times a day until it's finished, or you can use one of the most powerful player abilities, ghosting instructions.
Yes, ghosting instructions. GMs want them and PCs want to be them. If you've had a long day or something unexpected has come up, or work/family calls then you can put up a little ghosting instructions thread in your private forums. In that thread give us the snapshot combat stats of your character (and their gear!) and then outline any tactics you'd like the ghosted character to follow. Bonus points if you outline the cool talent/gear/force interactions you want to use, like popping dodge everytime someone so much as glances as you. Then when your turns comes up we'll do our best to follow them. Our preference is to make ghosting as rare as possible, but we recognise that sometimes timezones and life get in the way and a quick ghosted turn here or there can save everyone 24 hours.
Thanks for the read, and we look forward to kicking off the action in two weeks!
Hello everyone! We're taking a break from our award winning series of preview vignettes to layout how we've setup the campaign.
Last Stand consists of an active prologue and then 12 in game days, with day 12 larger being wrap up with minimal rolling (If you win, it might even be the celebration day, who knows?). This is a bit longer than our usual PBP games and we've tweaked our approach to the days in response. In brief, the days can be summarized as:
Day 0/Prologue: Action heavy, Event
Session 1
Day 1: Some Action, Events
Day 2: Action Light, Events
Day3: Action Heavy Rival Fight, Event
Session 2
Day 4: Some Action, Event
Day 5: Action Light, Events
Day 6: Action Heavy Rival Fight, Event
Session 3
Day 7: Some Action, Events
Day 8: Action Light, Events
Day 9: Action Heavy Rival Fight, Event
Finale
Day 10: Action Light, Events
Day 11: Ultra-Action Heavy, Event
Day 12: No Action, Events
There's a pretty clear pattern here of rising and falling action. Every session begins with some action, has a quieter middle section and then reaches its climax. We've designed the campaign like this to make sure the GMs don't end up entirely burnt out. Also, nothing but combat for an entire campaign might get a little boring.
What does this mean for you as a player? Mainly it's an indication of how much bandwidth we have throughout the campaign. We'll always be around to do our part, but if you message myself or Crawdad while we're running two combats and a secondary event the response might be a bit delayed.
Combats
But yes, there's going to be a lot of action. People might impractically dual wield pistols as they jump out of warehouses, vehicles will blow up for little reason, bad guys will just keep coming. And through it all we'll be doing our best to keep things moving.
We're sure you've glanced at the "Combat Tracking" channel on the discord. When a major combat is running (any fight with 3 or more PCs) the GMs will setup a thread in that channel for coordination. Feel free to use that thread to coordinate, strategise and ask the GMs if there are any exploding barrels about. It's also where we'll be doing our best to make sure combat keeps flowing. Don't feel as though you have to be furiously mashing F5 once the blaster bolts start flying, but if you sign up for a combat we'd appreciate if you are around to post in it a few times a day until it's finished, or you can use one of the most powerful player abilities, ghosting instructions.
Yes, ghosting instructions. GMs want them and PCs want to be them. If you've had a long day or something unexpected has come up, or work/family calls then you can put up a little ghosting instructions thread in your private forums. In that thread give us the snapshot combat stats of your character (and their gear!) and then outline any tactics you'd like the ghosted character to follow. Bonus points if you outline the cool talent/gear/force interactions you want to use, like popping dodge everytime someone so much as glances as you. Then when your turns comes up we'll do our best to follow them. Our preference is to make ghosting as rare as possible, but we recognise that sometimes timezones and life get in the way and a quick ghosted turn here or there can save everyone 24 hours.
Thanks for the read, and we look forward to kicking off the action in two weeks!