Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account
This post has been closed. You can still view previous posts, but you can't post any new replies.

Vampire the Masquerade - Twin Cities by Night - Session 1

Not sure if this is the right place to post this but worth a try... Here you guys gent, all feedback welcomed. This is my first time running a game in 15 years and was a blast. Some random thoughts; 1) 3 of the 4 are new players so took a little while for them to get in their groove. 2)I actually forgot how much goes into storytelling. I thought I would be a lot farther ahead i the story and was worried I didn't have enough material. Instead I only went 20% into the material. I forgot how long normal interactions take. I didn't think I did too well until I heard some feed back. I think next game will be even better. I'm happy in the end and can see the climax for the story will even have a bigger impact. <a href="https://www.youtube.com/watch?v=x06gE3MfXNI" rel="nofollow">https://www.youtube.com/watch?v=x06gE3MfXNI</a>
1462662204
Andrew C
Marketplace Creator
Hehehehe, I'm running a 2h 3.5E D&D session once a fortnight (most of us are working with and without kids) and one session consisted of 1h of 'getting the adventure in town' and 'asking the GM questions I could have left on facebook' with 30min of 'interrogating the quest-giver on the road' and finally... TWO rounds of combat. :P Sometimes it seems things run a good bit slower in Roll20.
I tried running a Werewolf game of the same type, one with real life people and one with roll20. I can safely say those on Roll20 not only have WAY more time to actually put towards the games - but also have random interactions and side games with much more ease. But yes, a potential tonne of work goes into practically any game even if you make it all up off a skeletal fly. Need a direction, a theme, a splat and a rough mental image of what the world is before you even dive on it. So rewarding when it goes well.