13 June 2011

Teya'o Iva, One Year Later, and Other RPG Musings

Last year, in June, I wrote about finally getting started with my big new fantasy RPG campaign, Tales from the Teya'o Iva.

A year later, I'm happy to report the campaign is still going strong, and has been played at a fairly steady pace throughout the year. I've neglected to keep a precise track of dates we've played, I'm afraid, but mostly I think we've been playing roughly once a month, sometimes even more frequently.

I realised the web page for the campaign was getting rather lengthy with all the summaries of events. So I finally decided to split it into several pages. The first year's worth of events is now designated 'Season 1', while future events will go under the (huge surprise) 'Season 2' heading. No, there's no big transitions story-wise or anything, but this seemed like the best time for such a split.

In other RPG news, I've recently obtained the Pathfinder RPG Bestiary and the official setting book, The Inner Sea World Guide, to accompany the Pathfinder RPG Core Rulebook I've written about buying earlier. I've been browsing these books, and have quickly grown quite fond of them. It's been a while since I've acquired this many new RPG products. I guess I'd almost forgotten the pleasure just reading rule and setting books can be. And they look good, to boot.

I'm fairly confident at the moment that the next game I run for my other group will be set in the Pathfinder world. As I was writing in my previous post, I've come to feel that convenience should be a major factor in the choice of setting for a D&D style game. My creative energies are better put to use in other aspects of the game, or other projects entirely, than in trying to come up with a perfect D&D setting.

That being said, there are many aspects of the Pathfinder world I actually quite enjoy. The sheer variety of environments, leaning towards a pulp adventure-ish feel, is nice. From jungles ruled by giant apes, lands of undead or demons, empires and frontier lands, to barbarian kingdoms mining superscience devices from a wrecked spaceship and other cool curiosities... It's as if the writers have tried to dump in everything they possibly could, while remaining true to D&D traditions. It's a world obviously created for RPG's and no other purpose. And a GM could have a lot of fun there.

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