I am getting ready to launch a Dwarven Halls campaign using Advanced Fighting Fantasy (with back-up support from Gamemaster's Apprentice Deck: Fantasy (1e). Here I'll work out my starting characters and some other notes [so that I can later rewrite the whole thing, eh?]
Category: Launch
I am going to take a stab (PUN!) at playing through the new Advanced Fighting Fantasy: Dwarven Halls campaign. It should scratch too itches: to play a longer-form solo campaign based off of pre-written material and to return to Ick + Humb.
While in the middle of moving, I played what would become the first three sessions of a unplanned The GLOW adventure. Very quickly, this adventure began to morph into an important bit of character and lore building. Realizing I had something a lot more than a one-to-few shot on my hand I started pivoting towards a fuller longer story. Before we get to the actual play, though, find out about my more limited set-up and my initial expectations of a "The GLOW 1995" before it became "The GLOW 1992: Agent Johnny Blue vs The Kid" that has been foreshadowed since early in the meta-series.
The GLOW 1996: Psychic Eustace Delmont - "Session 0," Arc Launch, Goals, Expectations, and Resources
The GLOW returns for its second outing. We are meeting an alternate take on Eustace Delmont and Hitomi Meyer. Rather than a chronically do-gooder nerd and the love of his life, a person finding herself far from home, we meet the much more capable psychic and hacker duo. Still entwined by fate, but facing cyberpunk adventures instead of solving cozy mysteries.