Tuesday, February 10, 2015

Legend: Play Test Report #2

I love the random tables in this game. It harkens back to an age where roleplaying games were sort of trippy, "what happens next" sort of shared storytelling activities. We were playing around withe the excellent Pirates of Legend supplement and had a unique and entertaining ship journey full of strange encounters with other boats, storms at sea, meetings with rowboats filled with cheap wine, and fun little "the tables did what?" moments that gave us a great time.

Who cares that it didn't make much sense? It was fun.

The book actually tells you to ignore the charts if they ruined your game or didn't make much sense. This gave me the opportunity (like a great game master) to ignore the advice the book gives you and just run with it. If it didn't make sense, all the better. Our game world is now  full of strange little encounters on the open sea, meetings with ships that could possibly be pirates, and other nationalities sailing about and a sense of "what could happen next?" when the players take a trip by ship to anywhere. It was quirky and silly and my players loved it.

The game-mastering section for this game is short and almost inconsequential. This game really needs a better game master guide. It is so short I wonder why it was even put in, I feel this is one of those "if you can't do it correctly, don't do it" type of things.  The game is unique in that it should focus on community, family, and social bonds (and in some way for us it does), but the short section at the end of the book isn't long or detailed enough to drive that point home and show us how it should be played.

We are having more fun with Legend as a "Traveller random chart fantasy adventure" type of game honestly. Contrast this with most adventure modules written for D&D 5 or Pathfinder. They are heavily story-based and expect you to 'play along' with the adventure writer's vision. You get into issues like player motivation, interest in finishing it, and railroading with strict story-based adventures.

With the game run by random event charts, the world feels like a sandbox. My players are motivated enough to find their own way through the world, and they are already taking sides, aligning themselves with factions, making allies and enemies, and planning for the future. With the lack of a story, my players are creating one themselves. Yes, I have great players, but this also highlights that giving players a little freedom lets them do the things that interest them.

If they want to go off and be pirates, go ahead. If they want to go off and hunt pirates, that's fine by me too. Get in good graces with the island governors on the British, Spanish, French, or other sides? You go guys, run with it. I don't have a story to run on you, and you are free to explore this strange and wonderful world as far as your sails will take you.

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