Following up from two weeks ago, comments about last Friday’s observance needing to be made, there are things to say about last week and about yesterday. For the first, I came into the session expecting to start actual play with the participants at the table, characters have mostly been built across the initial two 90-minute sessions (with some “homework” assigned); anything that hadn’t been built yet, I thought, could be compiled during play, and it seemed to me to be important to get things moving in earnest. That more or less seemed to be the case, albeit with some stubmbling along the way, but the players at the table gave every sign of enjoying what was presented to them and looking forward to what was to come.

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For the second, yesterday, the adventure got underway in earnest. I can now (because the game is going, so this is not a spoiler) report that the primary plot for the game (tabletop roleplaying games generally being narratives means that such terms apply) has the players’ characters herding a group of jimothies* from a rural village to a regional trade center. I’ve got procedures and events set up for the group; they’ve made a start on them, already having some success and encountering some challenge. The latter was not concluded by the end of the brief session (I’ve only got an hour and a half with the group each week), but that’s not such a bad thing; there is a clear and engaging beginning point waiting for the next session, for which I and my players are eager.
Something that stood me in good stead in my preparations for the event was my development of some in-milieu lore at both the local and regional levels. Character creation had assumed that the characters were all from the same region; characters had the opportunity to select specific districts of origin within that region. This had some in-game effects, allowing characters who selected the district of origin in which they found themselves to bypass certain rolls. As the game develops, it will also allow them to face particular challenges; I’ve not yet worked out all the details, and, out of concerns about metagaming, I’d not give many of them if I had. Still, the players at the table seemed to appreciate being able to learn things, and the returning players were able to explain some of the jokes to the new ones, helping to bring them into the game, as it were. I consider it a success.
As I continue to develop game materials, I keep falling back on my experience playing in and running play-by-post games.** I know I’ve commented as much in the last several entries in this series of posts, but it remains true, and there is some delight in my bringing something back around; play-by-post gaming emerges from tabletop gaming, and bringing its practices back to the table is a nice little cohesive progression for it.
* I use the term as a genericized reference to Seattle’s Jimothy, for which in-game statistics are available here. Hanlon is a fictional milieu; Jimothy need not be a unique thing within it, and it makes sense to me that jimothies in Hanlon would be a species related to but distinct from raccoons. That there are implications of such a distinction, I am aware (such as situating a setting at some removal from the Tolkienian fantasy tradition from which D&D emerges [see here], as witness this, this, and this, among others); some of them are apt to come up in the game.
** In addition to brief references throughout my Hanlon posts, I discuss play-by-post games here, here, here, here, and here, among others. And I’m reminded that I probably ought to get another existing piece up onto this blog at some point that currently lives in my notes.
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