Before I became DM, the players were in a campaign run by a guy named Josh, whom I’ve never met. They parted ways with him and I ended up running the campaign. Josh was very much a freestyle DM, with no real shape to the game world. It was just town, woods, town, woods, in some non-specific country.
When I took over I wanted to keep a bit of continuity, but at the same time I needed to place them in some sort of structured world. I came up with the map you see below. I decided that they all came from “Dunlock”, and they were in the coastal town of Djoshport (named after their hapless former DM). In our first session I stuck them on a boat for Grey Moor, the site of our first campaign.
Our “world map” consists of the following:
- Dunlock is the main landmass. The players “come from” here. The country doesn’t really have much in the way of detail, but serves as an anchor for the other lands in the game.
- Grey Moor
- Mar Tesaro
- Mar Talos
- The Tunderlands are inhabited, but the players have never been there. This land is open for future adventures.
In our first campain the players went to Grey Moor and broke an evil curse that was killing the crops and draining the land of life, and then joined in a battle to prevent a single greedy nobleman for siezing control of the Island. Along the way they teamed up with Eomer and Endo and attained level 3. The Elves of Mar Talos joined in the battle to keep the island free. This brought our first campaign to an end.
At this point one of the players (Joe) became the DM, and I joined the game as a normal player using Endo. Joe’s character stayed on Grey Moor, and the rest of us sailed to Golgotha in northern Dunlock. The party battled an army of the undead, saved the land, and made level 5. I became the DM again, keeping Endo as an NPC that travelled with the party. The party sailed for Mar Talos, but got shipwrecked on Mar Tesaro, which our third campaign is now taking place.
The game was a dud, and I'm convinced a big part of that is due to the way the game leaned into its story. Its terrible, cringe-inducing story.
Linux vs. Windows
Finally, the age-old debate has been settled.
Juvenile and Proud
Yes, this game is loud, crude, childish, and stupid. But it it knows what it wants to be and nails it. And that's admirable.
This is a massive step down in story, gameplay, and art design when compared to the 2014 soft reboot. Yet critics rated this one much higher. What's going on here?
Game at the Bottom
Why spend millions on visuals that are just a distraction from the REAL game of hotbar-watching?