We're up to year 542 in the Great Pendragon Campaign.
I'm not sure there's a huge topic here. I'm just boasting. 54-fucking-2.
Yes, I know Pundy got to the end. Whatever your achievement, some fucker's always slightly ahead of you.
The GPC is genuinely epic. Everyone has to sign up to a bit of a railroad, that's the territory (though it's not completely so and plenty can be changed around), but if people are willing to invest in the concept it's as good as gaming gets.
i know *of* the GPC, but what is the duration / time span in it?
and, grats ^_^
Quote from: D-503;766564We're up to year 542 in the Great Pendragon Campaign.
I'm not sure there's a huge topic here. I'm just boasting. 54-fucking-2.
Yes, I know Pundy got to the end. Whatever your achievement, some fucker's always slightly ahead of you.
The GPC is genuinely epic. Everyone has to sign up to a bit of a railroad, that's the territory (though it's not completely so and plenty can be changed around), but if people are willing to invest in the concept it's as good as gaming gets.
Never played Pendragon is 542 significant in some way?
Quote from: Marleycat;766590Never played Pendragon is 542 significant in some way?
It's a long way from 485, where the campaign starts. Other than that, not really. It's just where we are now.
It is about two years or more of solid gameplay though.
beeber, it runs 485 to about 565, though some years take more to play through than others.
Quote from: D-503;766595It's a long way from 485, where the campaign starts. Other than that, not really. It's just where we are now.
It is about two years or more of solid gameplay though.
beeber, it runs 485 to about 565, though some years take more to play through than others.
Neat. It's the game with the seasons correct?
Congrats! I hope to be kicking off the GPC in October - putting me where you are in mid 2016 give or take based on our schedule.
In my campaign it's coming up to 501 and the PCs have managed to get the forces of Salisbury, Oxford and Silchester to agree on an attack on Wessex (which they dislike more than the other Saxons for some reason - perhaps due to proximity, perhaps because of the accent I use for King Cerdic...).
It's gonna hit the fan beautifully.
Campaign blog is here (http://thesalisburychronicle.wordpress.com/) for those who are interested.
Quote from: D-503;766564We're up to year 542 in the Great Pendragon Campaign.
I'm not sure there's a huge topic here. I'm just boasting. 54-fucking-2.
Yes, I know Pundy got to the end. Whatever your achievement, some fucker's always slightly ahead of you.
The GPC is genuinely epic. Everyone has to sign up to a bit of a railroad, that's the territory (though it's not completely so and plenty can be changed around), but if people are willing to invest in the concept it's as good as gaming gets.
You lucky bastard. The GPC is one of my gaming holy grails, I am a huge fan of Arthuriana and happen to like Pendragon as a game as well. For some reason it is one of those games I just can't seem to generate any interest in. I have actually thought of running a Sandbox Arthur campaign with the GPC as a general guide of whats going down at the time and modifying events at the players interact with the world.
The wiki for our campaign is here (https://sites.google.com/site/pendragoncampaign/). Warthur, I'll be checking out yours, thanks for posting the link.
Quote from: Marleycat;766638Neat. It's the game with the seasons correct?
Sort of. It takes place in game years, though in practice you only tend to adventure in the spring and summer due to weather. Typically there's an adventure or two a year, the rest of the year being presumed to be taken up with duties, family commitments and so on. It works really well as it makes marrying, producing heirs, stuff like that much more important than in a typical rpg.
Sometimes it leads to real tragedy. The first player to generate a Love passion in the game married the woman he loved, then lost her in childbirth the same year. The PC went mad and spent a year in the wilderness howling his grief at the trees. It's a very epic game.
One of the greatest things about Pendragon is the way it lends structure to the long term campaign. The only other games I know of that do this in quite the same way are En Garde! (an oldie but a goodie!) and classic Traveller. I would give my left nut for a version of D&D that had the smarts and vision to do this well.
Quote from: D-503;767735Sometimes it leads to real tragedy. The first player to generate a Love passion in the game married the woman he loved, then lost her in childbirth the same year. The PC went mad and spent a year in the wilderness howling his grief at the trees. It's a very epic game.
I've always found
Pendragon something vaguely interesting because of it's reputation, but not ever something I'd want to play (not really in to the whole Arthurian knights thing). But that sounds awesome and makes me feel like I should run out and buy the GPC straight away.
Quote from: Larsdangly;767736One of the greatest things about Pendragon is the way it lends structure to the long term campaign. The only other games I know of that do this in quite the same way are En Garde! (an oldie but a goodie!) and classic Traveller. I would give my left nut for a version of D&D that had the smarts and vision to do this well.
How does Classic Trav do it? I've played that loads but never that way.
Good call on En Garde! Flashing Blades does the same, but then it is clearly En Garde! based.
Ah, the 540s, those were good years...
Quote from: D-503;767754How does Classic Trav do it? I've played that loads but never that way.
Good call on En Garde! Flashing Blades does the same, but then it is clearly En Garde! based.
Classic Traveller focuses much more strongly on characters acting out their ambitions through accumulating wealth, ships, etc. rather than advancing attributes or skills. Actually, the original rules have no provision for increasing your abilities after the start of play. But there are tons of rules for building ships, making money through trade, assembling and leading mercenary troops, and similar big-picture goals. You are not forced to do anything in particular between adventures, but the way the game was always played (at least, back when I was involved in groups that played it often) was for people to show up at the weekly session having chipped away at some project — new engines for their ship; having hired a new crew of marines, etc.
I think those few games that engage the player's imagination with things that happen between adventures, and, most importantly, empowers players to make decisions and resolve activities on their own between play sessions, are much stronger, as games.