Any time I blog instead of Peter, you know it’s gonna get weird. Today, I’m giving everyone a rundown of the first session of our D&D campaign! This game’s been rattling around in my head for years—a game heavily inspired by the Roleplaying Public Radio “New World Campaign”, but tweaked to fit our group and my own sensibilities. I’m also running this in D&D 5e, which is … well, significantly better so far (but I’ll get to that.) I’ll go over the events of the session, and follow that up with an analysis of key GMing moments.
I’m not going to give a rundown of the characters in this session, except a very basic race-and-class. I’ll save character writeups for another time, because they deserve a post all their own.
I started things off with a bit of narration to set the scene: A colony ship laden with people and goods, about fifteen weeks at sea. It’s en route to a distant archipelago believed to be rich in land, goods, and magic—the last being a rare thing indeed in the “old world”. Unfortunately, this vessel (which I still need to name!) has been separated from its sister ship, and has been driven before a hurricane for several days. It’s just run aground, and the morning light and clearing weather shows that its hull is badly damaged, and that the storm surge and winds have grounded the ship on a low barrier island.
After deliberation and a little scouting, the settlement’s governor and captain decide to unload the ship and, using her longboats and manpower, move to the “mainland” across the lagoon created by the barrier island. There’s a series of sandbars that protect the space between the barrier island and the larger landmass beyond—shallow enough that a man could walk across it in water up to his chest, and with several places only ankle-deep (at least, at low tide.)
I’m leaving out a lot of detail, of course, but that should be enough to set the scene. Enough talk—time for action!