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Resurrecting Cago

Posted by on July 23, 2010

The Cago campaign was an old GURPS campaign (originally in 3rd Edition) I ran in NJ about fifteen years ago or so.  The players and I were a tiny core of crazy RPGers who spent an inordinate amount of time moaning about poor game systems, making fun of each others’ boneheaded decisions, retelling old funny RPG stories ad nauseum, and generally feeling pretty arrogant about how much other players sucked.  To be fair though, we did meet a lot of truly horrible players throughout the years.  Due to this, we pretty much didn’t play with many other people, were very picky about the systems we used, and naturally ran out of people to play with as soon as we got busy and moved away from NJ (except for Shad, who is serving out some sort of cruel sentence for a heinous crime by continuing to live there).

Cago was typical for a Mu campaign, in that I followed my typical rules for campaign development and operation:

  • Make unbelievably detailed preparations to cover as many insane tangents as possible as the party decided what to do, without railroading them through some sort of hack adventure
  • Minimally prepare for the adventures themselves, providing a seed and a bunch of possible directions, so that I don’t get all pouty when the players decide to ignore the things I carefully worked on or found a clever way to trivialize them
  • Map out long term plot flows that would change and guide the play through a number of sessions that numbered approximately 20 times the projected lifespan of the campaign

It’s too bad that I don’t have all my old campaign files, probably lost about four system crashes ago or so, since now I have to rebuild the whole thing from scratch, but now I can do it better, although it’s still annoying, like when I’ve lost all my sketches for a big composition and decide to redo it for a different instrumentation.  A lot of time has to be re-invested in the rebuild, but along the way I can see all the things I didn’t do correctly the first time, and unlike rebuilding code from scratch, anything I don’t remember clearly or at all was probably trivial and unimportant in the first place.  I hope.  void main{

Now that virtual gaming tables look good enough, and broadband is common enough, to reasonably run a game over IP, I hope I can catch up enough to make it work.  If I can’t, at least I haven’t spent a lot of time building the website for the campaign, which should be obvious.

Todo:  Flesh out story, create crippling states/tracking overlays in Maptool framework.

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