I’m way behind on game reports for the Long Night Campaign. Time to suck it up and just get another recap out, even if it’s just a sketch of the main parts of the evening without a lot of the conversations that took place. We have another session planned for next Tuesday (that will be session six). Below is an overview of the third session. Check out this post for a summary of the previous two sessions.
Category: Campaigns Page 2 of 5
I started the morning with bakery-fresh bagels & lox accompanied with a hot cup of coffee. Just the the aromas that filled the room were uplifting. I was also surrounded by family in the kitchen while Black Pumas played in the background and the sound of one of my kids declaring how he can do all kinds of things by himself. Good morning. Good life.
My current group now has three sessions of play under our belt in the new Long Night campaign. The composition of this playing group is different, and that adjustment contributed to delays in getting things rolling again. There were some player conflicts, scheduling nightmares, and other life issues that needed to be navigated. Then, of course, there was all the research and worldbuilding that needed to take place to bring a 6th-century Anglo-Saxon world to life. That process is ongoing, but enough prep work had been done to allow the game to get started.
The rest of this post will provide a recap of the first two sessions of play. I was originally going to include all three sessions, but the post got way too long. I’ll post the third session of play later. For a short overview explaining what has occurred just prior to the start of the game, see the beginning of this post.
[Update: Corrected one character’s name and made another minor correction.]
The winter storm has moved on leaving behind a ton of snow and bright, clear skies. This morning started with some routine diaper changing (daddy life), but now I’m enjoying a cup of coffee and have a little bit of time to write a quick post.
In my current Long Night Campaign, the players belong to one of several Saxon families that have traveled north from a section of the southern coast of Britain not far from the old Roman shore fort of Anderitum. The families have established a small community in the uncultivated “frontier” land situated just south of a great primeval forest known as Andredes Weald. To bring the families of the community to life, I’ve been randomly generating various aspects of each NPC, things like traits, dispositions, behavioral habits, and appearance. What follows is an example family produced using this random method, the family of Ecgred. This is the family to which the players are connected either by blood or by service at the start of the campaign.