Resurrection

The rebuilding of the little state of Maelonbourg is speeding right along with the players having retaken a fortified town and driving the orcish invaders back towards the north whence they came. With the old capital of Maelonbourg City in tatters, this much smaller town will now serve as the hub for activity. Along with it comes a new name; Resurrection.

This is always an exciting time in a game when mid to high level players begin settling down into a solid base of operations. For Game Masters though it can be somewhat nerve-wracking. Now all of a sudden there needs to be a town filled with buildings. That means detailed maps and some method of determining what all of these buildings ought to be. I had a smashing system set up years ago that worked better than you could imagine, but those old notes were all ruined. Redoing this system has proven problematic but it is coming together reasonably well.

Resurrection

Now the players get to discover the joys of running a place with little to no resources. They have had to already make some unsavory choices in order to get things rolling. And they have a persistent threat in the form of a disturbingly insidious lich that seems to be able to come and go as he pleases (fun fact: liches don’t take “no trespassing” signs seriously) and is more than capable of killing any one of the players with ease. They still have so many unknown factors swirling about that almost everything can be construed as a plot point even when it isn’t. This is a perfect setup for a Game Master. All I have to do is give the players something to go on, and most any little thing will do, and the players pick it up and run with it. And yowza do they ever come up with some great ideas. I haven’t had to do any scheming since the first session.

For now the players will be tied to Resurrection in one form or another for the foreseeable future. It should prove deliciously entertaining.