Zargon Goes Online
Posted: Sunday December 15th, 2013 6:54pm
Several weeks ago, I had uploaded many of the HeroScribe assets to Roll20 so I could run the game through Google+ Hangouts running the Roll20 app. I also made jpgs of the card backs and fronts and constructed the decks to use as well. All in all, it was a decent bit of front-end work to get the infrastructure up. But once it was done, it was totally worth it!
This was the first Google+ post I had made about the game (I have deleted the sections that mentions player names, to protect the innocent ). It appears I had forgotten to write a post-mortem for our first official session, but here is the write up from the second game (October 29). It should be noted that we are playing with a bunch of houserules, including an expanded armory, alchemy and magic shop, rules for breaking weapons, and picking up weapons from monsters to use or resell:
Last night was take two of our brave Heroes' attempt at the first quest in our HeroQuest campaign, called The Trial.
Last week, our Wizard was absent and it resulted in a TPK, much to Zargon's (my) delight.
Then yesterday at the last minute, our Barbarian had something come up and had to drop out. While on the surface this may seem like bad news (and it is), for me as the evil sorcerer Zargon this is nothing but good news. You see, unlike a GM of other tabletop games, it is not my job to facilitate or to be an arbiter of fairness. I am outright competing against the Heroes and doing my darnedest to kill them all. So if a player is missing, I have an easier time of it. Anyhow, back to topic.
That left our Wizard, Elf, and Dwarf to try making their way into Fellmarg's tomb and slay Verag, a foul gargoyle.
Believing they knew the layout of the dungeon from their last attempt from last week, the remaining Heroes ventured straight toward Verag's chamber—only to find that the map had changed! Thus, they were forced to begin searching anew.
The dice definitely did not seem to be in the Heroes' favor. Two pairs of skeletons in two separate encounters were whittling down the Heroes' Body Points slowly while avoiding being hit themselves for way longer than I would have believed. Zargon will honor the achievement of those skeletons and reward them by reanimating them.
Meanwhile, my minions managed to knock the Dwarf unconscious three times! He got back on his feet the first two of those times thanks to some lucky treasure card pulls with potions of healing and timely heal spells from the Elf and Wizard. But after the third down, they ran completely dry on healing. Whee!
If this game had XP, I would have awarded the Dwarf extra experience for roleplaying the stout, bearded bastard well. Standing firm and not fleeing in the face of death.
With the Dwarf dead, the Elf and Wizard decided to make a tactical retreat back to the stairs and out of the dungeon, but not before grabbing the Dwarf's dropped items and gold.
Pictured below: The current layout of the dungeon as seen by the remaining living heroes. (I've reset the four of them to the stairs at the start for next week.) You can see how many doors they skipped by because they believed the boss was in the center room like last time. Muahaha!
Added note: Below my avatar is the row of macro buttons to make it easier to roll the dice instead of typing out "/r 3t[dice]" each time or something.
Side note: G+ changed the layout of Hangouts, but aside from people's camera feeds being smaller (and thus not fitting Lower Third properly), we didn't really see much other negative effects. It still worked out nicely for us.
Looking very forward to continuing this game. It's balls-tons of fun.
Later edit: I had switched my view to log in as a player because I wanted to know how the tabletop looked from the other side of the screen.
This was the first Google+ post I had made about the game (I have deleted the sections that mentions player names, to protect the innocent ). It appears I had forgotten to write a post-mortem for our first official session, but here is the write up from the second game (October 29). It should be noted that we are playing with a bunch of houserules, including an expanded armory, alchemy and magic shop, rules for breaking weapons, and picking up weapons from monsters to use or resell:
Last night was take two of our brave Heroes' attempt at the first quest in our HeroQuest campaign, called The Trial.
Last week, our Wizard was absent and it resulted in a TPK, much to Zargon's (my) delight.
Then yesterday at the last minute, our Barbarian had something come up and had to drop out. While on the surface this may seem like bad news (and it is), for me as the evil sorcerer Zargon this is nothing but good news. You see, unlike a GM of other tabletop games, it is not my job to facilitate or to be an arbiter of fairness. I am outright competing against the Heroes and doing my darnedest to kill them all. So if a player is missing, I have an easier time of it. Anyhow, back to topic.
That left our Wizard, Elf, and Dwarf to try making their way into Fellmarg's tomb and slay Verag, a foul gargoyle.
Believing they knew the layout of the dungeon from their last attempt from last week, the remaining Heroes ventured straight toward Verag's chamber—only to find that the map had changed! Thus, they were forced to begin searching anew.
The dice definitely did not seem to be in the Heroes' favor. Two pairs of skeletons in two separate encounters were whittling down the Heroes' Body Points slowly while avoiding being hit themselves for way longer than I would have believed. Zargon will honor the achievement of those skeletons and reward them by reanimating them.
Meanwhile, my minions managed to knock the Dwarf unconscious three times! He got back on his feet the first two of those times thanks to some lucky treasure card pulls with potions of healing and timely heal spells from the Elf and Wizard. But after the third down, they ran completely dry on healing. Whee!
If this game had XP, I would have awarded the Dwarf extra experience for roleplaying the stout, bearded bastard well. Standing firm and not fleeing in the face of death.
With the Dwarf dead, the Elf and Wizard decided to make a tactical retreat back to the stairs and out of the dungeon, but not before grabbing the Dwarf's dropped items and gold.
Pictured below: The current layout of the dungeon as seen by the remaining living heroes. (I've reset the four of them to the stairs at the start for next week.) You can see how many doors they skipped by because they believed the boss was in the center room like last time. Muahaha!
Added note: Below my avatar is the row of macro buttons to make it easier to roll the dice instead of typing out "/r 3t[dice]" each time or something.
Side note: G+ changed the layout of Hangouts, but aside from people's camera feeds being smaller (and thus not fitting Lower Third properly), we didn't really see much other negative effects. It still worked out nicely for us.
Looking very forward to continuing this game. It's balls-tons of fun.
Later edit: I had switched my view to log in as a player because I wanted to know how the tabletop looked from the other side of the screen.