Apocolypse Ashenforth

Jun 23, 2008 05:17

So, we've been talking a lot about finishing the big group campaign, and I figured I'd set this up as a forum for organizing the final sessions. I'll post my work schedules as soon as I find out about them (I work today), and everyone else can post when they're free to play and can get out here, if they don't live in town right now ( Read more... )

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wokerwakker June 23 2008, 17:46:22 UTC
Alright. That does limit things, but it's not impossible. We'll try to work around that, I suppose. The problem with us coming out there isn't so much jobs as it is the sheer amount of people that we'd have to mobilize in order to do it. Despite your busy schedule, it still seems much more do-able to have you and Chad, the only two people involved in the campaign who don't live in town, come out here.

Chad makes relatively regular visits into town anyway, so I'm not too worried about that.

I don't celebrate the fourth, really, but I know most of our friends do, so that's unlikely, but the following Saturday seems like a good option.

Tentatively, here are some ideas, pending your approval and that of the rest of the group:

-You schedule a Friday off, I schedule a Friday and Saturday off, Chris schedules a Saturday off (he would have to do this about one thousand years in advance, I suppose), and we play Friday night and Saturday. This hinges on our employers not being douchebags.

-You come out here on a Tuesday night (since you don't have work or any other commitments), we're waiting for you, ready to play as soon as you arrive, and you take the first bus back on Wednesday morning. I don't know the bus schedule, but I think that's feasible, anyway.

-Finally (and this would be after exhausting all other options), you could come out on a Thursday night, failing all else. I understand your commitment to weekly 7th Sea sessions, but as fellow role-players, I'm sure your group would understand the desire to wrap up a story arc that's been running for about three years, with characters that have been in existence for five years, signifying the end of play in a campaign setting that's existed for six or seven years. But, like I said, that's if we can't work anything else out.

Now, if none of that goes through, we could just wait 'till the end of the summer, but it would be my preference, at least, to be able to get as many sessions in as possible. I know Chad wants to end it quickly, but the more time we give ourselves, the sooner we can reach the conclusion, compensating for any unforeseen complications that might draw the story out.

Let me know what you think, or if you have any other ideas. This goes for everyone besides Liza, too. We need to coordinate these sessions between all of us.

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yunami June 24 2008, 02:42:06 UTC
Yeah, weekends are looking like the best option for me. I could theoretically make it in on a weeknight, but I'd rather not, just because I have an average of four hours of homework a night, which would suffer.

I also meant to suggest--though not preferable, we COULD play on MSN, if all else fails. Not as enjoyable, but might be doable.

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tamacus June 24 2008, 06:44:12 UTC
It's only less enjoyable when played in groups. One on one is A-O-K!

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yunami June 24 2008, 14:58:39 UTC
True enough, and might be the best option for any future one-on-one sessions. I just meant that I personally find it less enjoyable not to be able to see my friends' faces. D&D is a social game, after all.

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wokerwakker June 24 2008, 09:32:23 UTC
Alright, we'll make weekends the first attempt, but I think it's going to likely be the most difficult to arrange for everyone else. I'm still waiting for anyone else to post their schedules, though. If everyone can agree on something, we can start planning for a specific day.

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yunami June 24 2008, 14:56:04 UTC
Oh, and with regard to Chris, at least...I know schedules are always up about a million years in advance, but maybe he could find someone to switch with so that he could at least only work during the day on Saturday, and we could play when he got out of work.

And yeah, weekends are going to be the easiest for me to manage. I've had a look at the bus schedule for Edinboro, and as far as I can tell, in order to get back to Edinboro in time for class on a weekday, I'd have to be at the mall by quarter to seven so that I could catch the only morning shuttle going to Edinboro. Either that, or my mom would have to take time off from work to drive me back, which I'm not going to ask her to do. So, really, we could only play until about 10:00 PM, because I'd have to be up at around 5:30 the next morning.

I can't miss class for any reason barring death or dismemberment, so...Weekends!

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wokerwakker June 25 2008, 09:58:14 UTC
Alright, that's cool. I actually talked with Chris about this yesterday. He said that he might be able to swing getting a Sunday off. Now, I realize you'd have to leave earlier in the evening to catch the bus back to Edinboro, but if we started early, that wouldn't be so bad.

This works great for me because right off the bat at my job interview, I arranged to always have Sundays off. I'm not sure, but Richie seems to usually be off of work on Sundays as well.

I could go to my early church service, be back by nine, and we could play any time from then on. If we plan in advance, maybe we could get people to get up a little earlier than they normally would- which would be a feat, I realize, but it's worth a try.

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tamacus June 24 2008, 06:46:42 UTC
I know what you mean, but I have to chide.
"Unforseen complications that might draw the story out?"
Aside from the DM having a concussion I don't think that's a problem with a shabbily put together, rail-road plot.

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wokerwakker June 24 2008, 09:24:40 UTC
Well, I mostly mean stuff players might do, like deciding to role play a drawn out conversation that fills the space of twenty minutes. Character drama tends to take up a lot of time in our sessions- which I think is a good thing, but I figured we should allow time for that if we want to be done sooner rather than later.

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yunami June 24 2008, 14:56:49 UTC
like deciding to role play a drawn out conversation that fills the space of twenty minutes.

*cough*

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