Words from the Wise (Guys)

Copyright Peter Mork © 2013

Edited by Peter Mork for The Guild Companion

Welcome to the 172nd edition of the Guild Companion. As promised, we're back with all new content. This month we continue our year-long series, Mind Over Matter (a psionics companion for RMSS/RMFRP), with the School of Visions (including the ever-popular visions of the future). We also present a stand-alone article that describes how to add powered armor to a HARP game (presumably for sci-fi games, but who knows).

This month I find myself plotting the start of a new campaign. As a result, I've been thinking back on the starts of previous campaigns. In the process, I made two (startling?) discoveries.

First, I realized that I remember the first adventure of most campaigns better than the filler that connects you to the epic climax. I wonder if this is true for other GMs? Do the first and last adventures in a campaign arc serve as more memorable bookends than the more voluminous plot material?

Second, I realized that I spend more time preparing for the kickoff session than most other sessions. In part, I think this is because I have more time to prepare. The length of time between deciding to start a new game and the actual start is usual more than the 1-2 weeks between game sessions.

But, I think that subconsciously I want the kickoff adventure to be memorable — to set the tone for a fun game. If so, it's not surprising that the first and last adventures are the most memorable: they suffered through the most rewrites! The open question is how to maintain the level of prep work through the game?

Until next month, may all of your Large criticals be open-ended.
Peter Mork
General Editor