As a GM, seeing your campaign taking a life of its own is both the most satisfying and most frightening thing that can happen. It’s frightening because you suddenly don’t know if you can keep up with the direction your players are going. But it’s immensely satisfying when the campaign’s new direction is infinitely more awesome than anything you had originally planned. This is what’s happening with the campaign right now.
I figured that I’d take a little break to put into perspective some of the events that will be unfolding in the next couple of weeks. So far we’ve had 7 game sessions, and in these 7 sessions more characters have died than in all of the other campaigns I’ve GM’ed combined.
Originally, the game was envisioned as an exploration game inspired by the West Marches concept – players are in a frontier world where they go out and explore what’s out there. As a group, we played a game of Microscope to define the world, and added a few other characteristics such as the absence of resurrection and magic items being limited to a finite list of 20.
However, now the game has transformed itself into one where the party is in charge of a frontier town and are working their best to expand and manage it. Instead of the West Marches, we’re playing SimCity the RPG… and it’s kind of awesome.