Post by SavageGM on May 18, 2014 13:30:37 GMT -8
So yesterday I ran 2 small groups through the first One Day Dig, "Blood for Bellridge" at SC Comicon in Greenville SC. This was the first year for SC Comicon and the turn out was much higher than expected. The only rpgs being played was TME, Pathfinder demos and my friend running DCC RPG.
The first group was 2 people I knew and were fairly new to RPGs and a boy that had never played a RPG before. I thought he may be 12 or so but I didn't ask. I kept it PG as much as possible. I was pleased that his first ever RPG was TME. They played Pre-Gens off the website choosing Hondor, Carlos and Tatyana. I explained the game, setting and their character sheets and we were off. Blood for Bellridge is a basic adventure for The Mutant Epoch I wrote that is simply a single 2 sided page adventure in the vein of a One Sheet. It's meant to introduce the players to some very basic rolls, easy enemies and give a taste of what players can expect in The Mutant Epoch. It is only 2-3 hours for brand new players of TME, perfect for a convention, flgs or starting group. The group grasped everything very quickly and a starting combat got the dice rolling. They liked the initiative system as it was quicker than other games they had played. The adventure is fairly linear and they went down the obvious paths. Hondor used his telepathy to talk to a NPC in distress and that was a good example of the "Swiss army knife" abilities some of the characters possess. At the end they saved the day and everything went as it should, though a smart player did do something I wasn't expecting and exposed that their are some options for the final scene. They all said they liked it and even though the boy had to leave a bit early he seemed to grasp the game and have fun. The players really enjoyed the character types and the percentile rolls as it was easy to understand.
The second group was a friend of mine and his son and a new player that had played some Pathfinder, 4E and some Savage Worlds. He was very interested in trying the game out and due to time restraints I ran Blood for Bellridge again. They played Panzer, Kwik-Jaw and Cajun Carl. This session mirrored the first in many aspects. They loved the attack options, initiative and the speed of play. Unfortunately I had to speed some stuff along and omit one encounter due to time running out on them. My friends son had lots of fun with his wolf Beastial humanoid, Panzer soaked up the damage and Cajun Carl's assault rifle arm was a big destroyer of foes, as it should be. At the end, the adventure went down a different path than the first group but more in line with the story which was fun to see how they would tackle it. Again the group said they had fun and I could see the player of other games like Pathfinder got to see how other games play faster and are just as fun if not more so.
Overall I had a great time and enjoyed people trying out The Mutant Epoch Rpg and my One Day Dig, "Blood for Bellridge". The game is unknown in my area and it's always enjoyable to expand other players minds, games and fun!
The first group was 2 people I knew and were fairly new to RPGs and a boy that had never played a RPG before. I thought he may be 12 or so but I didn't ask. I kept it PG as much as possible. I was pleased that his first ever RPG was TME. They played Pre-Gens off the website choosing Hondor, Carlos and Tatyana. I explained the game, setting and their character sheets and we were off. Blood for Bellridge is a basic adventure for The Mutant Epoch I wrote that is simply a single 2 sided page adventure in the vein of a One Sheet. It's meant to introduce the players to some very basic rolls, easy enemies and give a taste of what players can expect in The Mutant Epoch. It is only 2-3 hours for brand new players of TME, perfect for a convention, flgs or starting group. The group grasped everything very quickly and a starting combat got the dice rolling. They liked the initiative system as it was quicker than other games they had played. The adventure is fairly linear and they went down the obvious paths. Hondor used his telepathy to talk to a NPC in distress and that was a good example of the "Swiss army knife" abilities some of the characters possess. At the end they saved the day and everything went as it should, though a smart player did do something I wasn't expecting and exposed that their are some options for the final scene. They all said they liked it and even though the boy had to leave a bit early he seemed to grasp the game and have fun. The players really enjoyed the character types and the percentile rolls as it was easy to understand.
The second group was a friend of mine and his son and a new player that had played some Pathfinder, 4E and some Savage Worlds. He was very interested in trying the game out and due to time restraints I ran Blood for Bellridge again. They played Panzer, Kwik-Jaw and Cajun Carl. This session mirrored the first in many aspects. They loved the attack options, initiative and the speed of play. Unfortunately I had to speed some stuff along and omit one encounter due to time running out on them. My friends son had lots of fun with his wolf Beastial humanoid, Panzer soaked up the damage and Cajun Carl's assault rifle arm was a big destroyer of foes, as it should be. At the end, the adventure went down a different path than the first group but more in line with the story which was fun to see how they would tackle it. Again the group said they had fun and I could see the player of other games like Pathfinder got to see how other games play faster and are just as fun if not more so.
Overall I had a great time and enjoyed people trying out The Mutant Epoch Rpg and my One Day Dig, "Blood for Bellridge". The game is unknown in my area and it's always enjoyable to expand other players minds, games and fun!