1999, Age 17
The single most exciting thing about this campaign was that the GM decided to set it in an alternate reality for the city we lived in. Thus, any place in the city was fair game to go to and play in.
In fact, we spent an inordinate amount of time picking our lairs, because all of us had grown up in the city, and so had some place or another that we had found fascinating, and made sure everyone else in the game knew *exactly* where it was.
It also solved the common problem with tabletop RPGs of difficulty in imagining scope of distance and time. We knew exactly how far it was from one place to another, and it made the game all the more believable and exciting.
Thursday, February 4, 2010
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