Page 222 - No End in Hindsight

20th Dec 2012, 5:00 AM in Bridle Gossip
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No End in Hindsight
Average Rating: 5 (1 votes)
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Author Notes:

Newbiespud 20th Dec 2012, 5:00 AM edit delete
Winter break is upon us, and for me that means going home to visit family and friends. Since my old gaming group is based in my hometown, there'll probably be some roleplaying in my immediate future.

On this page's comments, tell a story about a "reunion" game - a game played with old friends for the sake of old times, or the revival of a campaign that had previously seen a conclusion.

Notice: Guest comic submissions are open! Guidelines here. Deadline: January 27th, 2023.



Bootleg 20th Dec 2012, 5:01 AM edit delete reply
I'm too new to DnD to have one of those sadly, though I look forward to the time that I am able to, they sound like a lot of fun.
Aegis Steadfast 20th Dec 2012, 8:07 AM edit delete reply
Aegis Steadfast
Right there with you.
AttentionDeficitGuy 20th Dec 2012, 8:54 AM edit delete reply
Digo 20th Dec 2012, 5:06 AM edit delete reply
Revival Adventure: My first D&D 3.5 game concluded with the players ending on 18-19th level.

For kicks we brought them out of retirement to take on a demi-god. Well the players were quite powerful, but not all that bright. Smashing things was still their primary way of solving issues.

The adventure ended with the players around 22nd level and having killed the demi-god... along with Orcus, Demigorgon, Bahamut, and Nerull (In that order).

They managed to fix the "No death god" problem by promoting a minor god to that position, though it took going through Dante's 9 Circles of Hell to do such and they converted Tiamat to the side of good to take over Bahamut's empty spot.

...that pretty much was the clencher to retire the characters perminantly. When the PCs can Vett the gods...
Grey Pen 20th Dec 2012, 6:30 AM edit delete reply
Yeah, decent gods are so hard to find these days. We should just worship PCs instead.
Gaston 20th Dec 2012, 5:12 AM edit delete reply
Heh. I barely managed to find a roleplaying group around my parts, so there haven't been any reunions... yet.

As I understand, though, would Zecora's "impediment" be her rhyming? It'd make sense that having a funny curse on you makes you immune to further effects.
Bootleg 20th Dec 2012, 5:23 AM edit delete reply
Or even a curse that you could turn into something beneficial, it'd be like a superpower.
Digo 20th Dec 2012, 5:35 AM edit delete reply
I'm reminded of the teacher from El Hazard. He gained super Strength and Dexterity when he was sober, but ironically he was a wino. Hilarious cursed superpower I thought.
Zuche 20th Dec 2012, 6:42 AM edit delete reply
He was pretty awesome. Fun series too.
CJT 20th Dec 2012, 1:52 PM edit delete reply
One of the best characters in the series.

...And then he ran out of cigarettes...
Classic Steve 20th Dec 2012, 8:35 AM edit delete reply
All the PJ changes we see are purely physical, not behavioral....
Boden King 20th Dec 2012, 6:34 AM edit delete reply
I got another question for all the DMs out there: how often do you include pop culture references in your campaigns? What I'm looking for is, how often do you base something ingame on what is happening in real life? Do you have a potion shop on every corner called 'Starbrew'? Or do you try to ignore them?

I want to DM one day, I just don't want to go overboard with it.
Digo 20th Dec 2012, 6:37 AM edit delete reply
I generally try to limit myself to one pop culture reference a session. Too many breaks the game down into sillyness and we might as well play "Toon" at that point. ;)
Zuche 20th Dec 2012, 6:44 AM edit delete reply
No, but now that you mention it, I think I'll name the next alchemist the party meets something like Tim Horton.
Zuche 20th Dec 2012, 9:06 AM edit delete reply
My favourite pop culture reference was from the World of Greyhawk setting. Affairs of the Great Kingdom were dictated from the Malichite Throne.

I just thought it was a neat description until I caught the credits for a Star Trek episode ("The Menagerie") one morning and saw something familiar.
CJT 20th Dec 2012, 1:57 PM edit delete reply
I've considered this quite a few times, and have notes written down against the day that I a) DM again and b) decide to do this, but in practice it tends to spoil the game (unless you're deliberately running a joke campaign, in which case be prepared for the players to join in).

In a perfect world, I'd alter the source material just enough that the players wouldn't realize a given NPC is Samus Aran or Princess Celestia or whomever until too late.

In practice, they'd get the reference very quickly, and that would bring in expectations that wouldn't be fulfilled (unless I was literally running a character-crossover campaign, in which case we're back in "humour campaign" territory).

One of the better suggestions (from back issues of "Dragon") was to take _aspects_ of characters that you like, and use them when building NPCs. Your NPC may not actually _be_ Ash Williams from Evil Dead, but if you give him the same personality, it saves you quite a lot of work and gives you a character that's memorable.

But, that'd prevent me from having a "the players suddenly catch on and facepalm" moment, so I'm not sure it's my cup of tea.

Moot point for now, though, as my gaming group has two other people who are far better and DMing than I am, so I'm in player territory.
Zuche 21st Dec 2012, 7:53 AM edit delete reply
On the other hand, you could wind up with them catching on to the "fact" that your "Ash Williams" is actually "Bushido Brown". Crossed impressions can create some fun, unique results in the long run.
Demonu 21st Dec 2012, 5:08 PM edit delete reply
Depends on the setting.

Playing a game in the MLP-FiM setting obviously leaves a lot of room for pop culture references but high fantasy such as D&D and the like, not so much.

But really, any game where not a single player feels the need to quote Monty Python is an achievement on its own.
Giggle Tail 20th Dec 2012, 7:24 AM edit delete reply
Giggle Tail
What a coincidence, my group is probably getting together tomorrow night. We meet every month, but it feels like a reunion each time since our DM lives far away and we don't see much of him.
Belze 20th Dec 2012, 8:02 AM edit delete reply
Well played a game that ended when i made my char's version of "Taking my ball and going home" when he destroyed the material plane, and all was good in between sessions, I became a god and was all powerful.
But as it is for all players who chose to adventure with a Frenzy berserker, joy never last long, the berserker somehow managed to use the link pur cleric made among us, to pull us all back onto a newly made plane(made by an annoying gnome we know) and now its a game about me going around getting revenge on people who are long gone and pissing off Pelor since he has no powers on this new plane^^
Kiana 20th Dec 2012, 8:09 AM edit delete reply
...I'm actually been looking to START a reunion game. My pony campaign ended after the story arc involving the Seekers of Midnight cult being thwarted, and I've been trying to get a sequel together.
Aegis Steadfast 20th Dec 2012, 8:11 AM edit delete reply
Aegis Steadfast
We have some free space if anyone would like to join, our party is kinda small.
Hemi-PoweredDrone 20th Dec 2012, 11:45 AM edit delete reply
Which game at you talking about? Either way I'd probably be interested.

EDIT-I have no idea how, but autocorrect turned a misspelling of "talking" into "Gallic".
Kiana 20th Dec 2012, 12:28 PM edit delete reply

This one. As far as what to expect from the campaign, the current campaign concept is that, as reward for defeating Midnight Chime, the party has been given one of the Seekers of Midnight's fortresses. A hamlet/small village pops up, so it's essentially their job to keep it safe. (Which means they'll be looking for talented individuals to protect the village and help it thrive. I.e. other PCs.)

Though all of the action won't take place -in- the village, the village will still be acting as the central hub of the next story arc.

EDIT: For the record, I'm currently in the process of modifying racial stats, so the ones available aren't up to date. The campaign will likely be taking on an anthro art style as well, since we occasionally have trouble translating typical humanoid adventure concepts into a quadruped focused universe...
City Strider 22nd Dec 2012, 6:47 PM edit delete reply
City Strider
Don't have time... Shouldn't apply... But want to... Argh...
BadHorse 20th Dec 2012, 8:46 AM edit delete reply
Not much of a story, but I'm attempting some sort of resurrection on a game I DM'd last year. Stone age D&D PbP.
Kiana 21st Dec 2012, 4:28 AM edit delete reply
Primal classes and tribal feats galore?
Gamergeek007 20th Dec 2012, 8:58 AM edit delete reply
There was a group of players I knew back in the '90s who had a group. I played with them from time to time. There was a horrendous Twilight 2000 game I played with them a few times, but that's a story for another time. Anyway, this was a reunion game with their DM. He had left town for awhile and they continued gaming. He came back for a visit and was going to run them through an adventure. He asked me to join them and I said sure. This was the third time I attempted to play AD&D 2nd.

Anyway, he assumed that they were only level 10 so I rolled up a level 10 Elf Ranger. We get to the game. All the other players were level 15. They ran through his bad guys like a hot knife through butter. By the time it was my turn to do something, I had no targets. I pretty much spent the whole night just making wise ass remarks. I think I almost got punched, in and out of character. That's my reunion story. I think that DM learned to make sure he knew the levels of his players before making another adventure.
Digo 20th Dec 2012, 11:12 AM edit delete reply
So the issue was that your GM's communication relay was... out of Ranger. :)
Zuche 21st Dec 2012, 1:45 PM edit delete reply
... Yeah. Do you have a license for those sunglasses, mister?
Guest 20th Dec 2012, 9:06 AM edit delete reply
Our group in high school played Exalted. On new years eve, when we saw each other for the first time in months, we each superlevelled our characters and had a nonsense game with vampire hitler and evil pop bieber with their army of chainsaw ducks.
Zuche 20th Dec 2012, 9:08 AM edit delete reply
Reunion games would imply others left to tell the tale.
horizon 20th Dec 2012, 10:12 AM edit delete reply
A few years back, our group played a game of Mage: The Awakening in which we released a Sealed Evil In A Can in modern San Francisco. Well ... he wasn't *evil* exactly. He was just a memoryless omnipotent being awoken by some insane blood ritual, who took one look at the world and decided that the best way to fix the problem of the Abyss was to bridge the Fallen World and the Supernal Realm. If you haven't played Mage, this means: A) suddenly every human has magic; B) suddenly most people go mad, because most people can't handle magical reality; C) the Veil keeping werewolves, vampires, and fae out of humans' affairs suddenly vanishes, and humans immediately become a prey species for all the nasty things that go bump in the night.

Needless to say, we begged and pleaded with him to change his mind. Well, when I say "we", I mean "most of the party." On the other hand, my PC Reimi was a Fate-specialized mage who had been traveling with the party more or less because she found it fun. Did I mention she had five unused dots of Destiny? Because she did. Right around the time the argument over the fate of the world is about to heat up, the GM turns to me with a sly grin and says, "And you will be my queen, ruling with me over the new age." The god grabs Reimi and gives her a kiss.

Of course, self-centered, whimsical Reimi immediately says yes, and starts trying to convince the others of the benefits of a new age of magic. The rest of the party manages to propose a challenge: if they can show that the world can fix its little abyssal problem without merging the Supernal and Fallen realms, he'll agree not to do it. But he gives them a strict time limit of one year, and sends Reimi along with them as his emissary. This is a hopeless task at best, but it does give the world one more year before Certain Supernatural Doom, and gives us one year to think up a plan B.

The original game dwindled away shortly thereafter (the GM had some life issues that had him walking away from gaming, and one of our players moved), but everyone was so in love with their characters that the nostalgia bug occasionally bit. We had the cynical necromancer Tomb, the combat machine life-mage Ogun, my loose-cannon fate mage Reimi, the child prodigy mind-mage Bridgett, and Dave. Dave was … special. He specialized in space magic, portals to be exact, and was the laziest SOB ever to plop down on a living room couch. Instead of getting up for a soda, he would portal inside the fridge. Instead of throwing away the can, he would portal trash into his basement, and then once in a while portal the basement floor out to somewhere hilarious. Instead of getting up to go to the bathroom, he would portal to the toilet … etc.

So it came to pass, as we joked one too many times about the old campaign, that I started to get Ideas. "Hey, guys," I said. "I've been thinking about running a Mage game for a while, but what's always stopped me is that it's basically impossible to challenge competent characters without throwing insoluble problems at them, because characters can essentially alter reality and you'll always have four times the brainpower changing things on the PCs' side. So I want to run a Mage game that *acknowledges* that, and cranks everything up to 11. Essentially, to run it as a superhero game, rather than trying in vain to use the big whammy stick of the mortal world to rein you in. And here's the kicker: I'd like to run it with our old characters, picking up in the aftermath of our old campaign. What do you think?"

Amid squeals of glee, I rounded up the remaining players and began plotting.

(Cont. -->)
horizon 20th Dec 2012, 10:48 AM edit delete reply
As it turned out, the player who had moved away happened to be coming back into town for a few weeks -- so I was even able to get all of the original PCs back together. I approached the old GM and told him my plans, and he agreed to join up as well, rolling up a new character (a Prime mage … but more on him later).

As the game dawned, I explained the background to players. We were taking a five-year time skip. Their original mission had failed. Magic had returned to the world, along with all of its predictable effects. Every character had gotten a huge power boost (at least one five-dot Sphere), but humanity was fighting a desperate losing battle for survival, banding together in tiny enclaves. The wilderness was a dangerous wasteland of werewolves and pathways to the realms of Faerie. Urban areas were openly ruled by vampires, who held human thralls by the thousands and fed without fear. The starting setting was the holdout human colony of New Oakland, east of the San Francisco Bay Area. Which wasn't the San Francisco area any more, because in the great war to stop the god, SFO itself had essentially been magically nuked. A giant sphere centered around the city simply Didn't Exist any more; it had been disconnected from reality. A ghostly, hazy image of it still visually appeared to be there, and you could walk into it via the Bay Bridge or Golden Gate, but it was totally inaccessible by magic, and none of the scouts sent into the city had ever returned.

Little Bridget had grown up into a young woman amid humanity's grim fight for survival, and was now the leader of the New Oakland resistance, using her amazing mind powers to coordinate the mages trying to fight off external threats. Tomb had journeyed singlehandedly into the realms of death in search of the plot trinket that would have allowed them to complete their original quest, and had vanished without a trace a few weeks before their one-year deadline. Ogun had tried to go after Tomb on a rescue mission, but gotten lost in Twilight along the way and been wandering through the grey realms for years. Dave had mentally crumpled in the wake of their failure, and magically warded himself inside his apartment, where he stopped caring about the world completely and spent all his waking time playing MMORPGs (with a permanent portaled connection to the server's LAN for literally zero latency). And Reimi? Fighting alongside her immortal spouse, she had vanished in the catastrophe that took SFO.

Tomb staggered out of the underworld, having conquered death itself to return with the now-useless plot token, and met Ogun by chance in the Grey Realms. Meanwhile, a supply run carrying crucial medicine to Las Vegas got attacked out in the eastern Sierra Nevada, and Bridget got a distress call. She grabbed Dave and they went out to save the medical mission. Tomb and Ogun were attracted to the surges of magic from the fight, and popped back out into reality just in time to help the others fight off a coordinated fae/werewolf attack. (Among the highlights of the fight, Dave opened a portal into Fort Knox's silver stores and dumped several tons of silver ingots on the battlefield.)

The roleplaying that followed was some of the most intense I've seen from our group, with Tomb and Ogun realizing that what they experienced as several weeks had actually been five years, and that their plot token was now useless for its original purpose. They didn't even recognize Bridget as first -- and once they did, stopped taking her seriously, because they remembered her as a hesitant and weak-willed kid, not the competent leader that stood in front of them. Bridget, too, had always looked up to them as mentors. There was a lot of very quick adjustment, trying to renegotiate social norms between characters who had grown and characters who hadn't had the time to change. Dave, for his part, finally got a glimmer of hope back -- if his friends had actually survived, perhaps there *was* something worth fighting for.

We were all in the moment. All the shock and joy and despair and hope on the players' faces was genuine. These were old friends reuniting, on multiple levels.

(cont. -->)
horizon 20th Dec 2012, 11:45 AM edit delete reply
After a little more reunion, a strange mage showed up, calling himself Kitsune. (Our last PC, the previous GM.) He demonstrated himself trustworthy, and then let them know that maybe they had a chance to set things right after all -- the plot token, in combination with another one owned by the vampire Lord of Oakland, could be used as a big magical reset switch. The catch was, in order to rewind time to back before the thaumocalypse, they would have to get the combined artifacts out to where it all began: the cauldron in which the god had awoken, in the asylum in San Francisco.

Yep -- vanished, unexplored San Francisco.

First: to Oakland. Bridget negotiated a meeting with the lord of the city; they'd been living in uneasy armistice, since the vampire was too busy with internal power struggles and the humans were too busy fighting off fae incursions. The meeting went well enough; it was civil, if tense, and they actually worked out a deal involving the trade of powerful artifacts (Bridget, as leader, had access to some) and some territory/manpower concessions that would help the vamp bolster his precarious internal position. Which was all well and good -- except that when they returned for the trade, one of the vampire's subordinates had chosen that moment for a coup, on the pretext that he was too weak to lead if he had to cut deals with mere humans. A literal army of human thralls was surrounding the leader's building with military hardware. They'd set it on fire and were actively exchanging gunfire.

The PCs picked their way through the sewers to go rescue the old leader, getting into a pitched battle with a squadron of vampire SpecOps. (What followed were such shenanigans as converting the sewage to alcohol and setting it on fire; and Dave casting a portal to sunny Africa onto a rubber bouncy ball, and flinging it through the tunnels, where it randomly bounced around spewing beams of sunlight everywhere.) They managed to save his life, and after he escaped he regained control, honoring the trade, and also allowing them safe passage through the city to the Bay Bridge in gratitude. (A noble but pointless gesture, given Dave's endless portaling.)

The players prepped as best they could and stepped inside … only to find one more surprise waiting for them.

(Will wrap this up after lunch …)
Eventide 20th Dec 2012, 11:53 AM edit delete reply
This is made of awesome. :D These are the kind of games I play for.
horizon 20th Dec 2012, 4:20 PM edit delete reply
(Sorry about the delay.)

They walked into San Francisco … to realize that the world looked as it did before the Thaumocalypse. The Veil was back, and there were millions of Sleepers walking around, ordinary humans in their ordinary lives. With an ominous twist: If they looked into Twilight, everything was Abyssal, twisted and horrific -- and the Abyss immediately looked back at them, and things in the mundane world got inexplicably hostile and ugly.

That wasn't the surprise.

As soon as they got into the city, Reimi showed up, said hi, and unceremoniously called in giant waves of the mortal authorities on them (corresponding with a surge in the abyssal creepiness behind the scenes). Undignified retreat ensued. They hijacked a car, discovered their old hallow still existed, and went to ground in it.

Then a *second* Reimi showed up, running from the cops, throwing herself at the feet of the PCs and desperately begging for help.

Much WTFery ensued, but that wasn't the surprise.

Then Kitsune pulled off his face, and revealed himself as the god we'd originally fought. He'd bridged the Realms, but the Abyss had corrupted his efforts. He had managed to contain the worst of the corruption by sealing it off from the world, but it was ultimately unstable. He needed our help to undo it, since the corrupted city was feeding on his power, and it could defend itself against anything he did.

The surprise was at the end of that monologue -- when A. and I both stood up, nodded to each other, and exchanged seats, handing the game back to its original GM for the climactic conclusion.

We snuck through the city to the heart of the corruption's power, using every trick we could pull out -- only for the players to discover that there wasn't just a second Reimi, but also a corrupted clone of every one of them, fighting to protect the Abyss' toehold on reality. We managed to triumph over our own powers, then prepared to light up the artifacts and erase a future that never should have been.

Reimi even got a little bit of heroic redemption after all her intra-party backstabbing. The new world would require a vessel for the god's and artifacts' power. She volunteered, apologized to everyone for the havoc she'd caused, and wished the others well.

We finished the session having walked with our characters through growth and trials -- having revisited some of our most amazing moments (ask us about the sippy cup sometime) -- and, oh yeah, we saved the world, too.

In hindsight, I don't know that I would call superhero Mage a successful experiment -- some of the players complained that it got a little tedious being able to roll buckets of dice and steamroll everything with over-the-top stunts, and that the best part of Mage was about being constrained by the limits of consensus reality and needing to apply powers inventively -- but the game itself was a smashing success.
LoganAura 20th Dec 2012, 10:22 AM edit delete reply
Newbiespud: You might as well consider the epilogue and sequal to AoH that XD
deeman45 20th Dec 2012, 10:31 AM edit delete reply
While the first ever gaming group I GM'd for has the potential for a reunion game (three of the game's five players have left town, one going all the way to Oregon) none have returned yet. My other gaming groups mostly consist of locals who remain local, so...
Xerolynk 20th Dec 2012, 11:44 AM Eccc edit delete reply
Hey newbiespud, What are your plans for emerald city comic con?
Bronymous 20th Dec 2012, 12:51 PM edit delete reply
Reunion? The one thing I've never experienced. Mostly because my groups fall apart before we get halfway done with anything. And then never come back.
Danmo96 20th Dec 2012, 12:54 PM Danmo96 edit delete reply
I once told the story of my being turned into the backscratcher of some evil sorcerer guy elsewhere on the internet (long story short: I accidentally killed myself, our Barbarian used my body as a flail to avenge me, whole party got captured, including my ghostly soul, they were killed, and the guy put my soul into his personal backscratcher). That campaign was a few years ago, and we (the group of that campaign) hadn't played a campaign until about a year or so ago.

Our original DM decided he wanted to play an actual character this time, so I offered to DM, and so we proceeded on our way about a week later, after I'd had time to set the game up.

It wasn't exactly a continuation, per se, but it took place in the same continuity a few decades later, and I weaved quite a few references to old campaigns of ours, including adding a dungeon with a fancy chest at the very bottom (I even made a clay model to help show how badly I wanted to convey that this was a glorious-looking chest), and when they opened it, their fabulous spoils of victory was....... that backscratcher.

BUUUUUT.... since the sorcerer who put my old character's soul into the backscratcher inadvertently turned it into some kind of wand of summoning, they were able to summon him up pretty often. He couldn't really do too much in the way of combat, but his time trapped in a backscratcher gave him a chance to ponder the meaning of existence and all kinds of other philosophical and existential stuff, so, as an NPC, he had a high INT and WIS, so he was pretty helpful, and I ended up making him a fairly important NPC in the overall campaign.
CJT 20th Dec 2012, 2:16 PM edit delete reply
Resuming the Pathfinder campaign I've been mentioning probably counts as a reunion, as the DM had been waylaid by RL for about a year's worth of hiatus.

What mostly happens, though, is dusting off old campaigns that were shelved for one reason or another, updating them, and continuing them (or restarting them). This happened several times with Ars Magica games.

The first time involved recycling my character from the Ghost Wood campaign. Premise of GW was that we'd recently passed Gauntlet (becoming junior magi), and didn't relish the prospect of being other peoples' flunkies in highly-settled England. So we moved to Ireland to found a new Covenant (group of magi).

After that campaign wound down, the group decided to resume one of their old campaigns (from before my time), the Wychwood campaign. My Ghost Wood campaign character was ported over, with the rationale that he'd realized that being out in the sticks wasn't great for studying, and further justification that the new covenant had already lost at least one magus. By this point, it was probably just the tigress-mage by herself ruling the tower.

The update from 4e ArM to 3e ArM seriously nerfed my character, and also one of the other players' characters (originally ported from 3e), so that campaign got shelved pretty quickly.

The Ghost Wood campaign was later given a cold reboot with completely new characters, and worked quite well. I think DM fatigue finally halted it. In this case, the DM was having trouble coming up with scenarios we could all be involved with; a threat to the most powerful character would curb-stomp the others, and a threat that wouldn't curb-stomp people would be blown away immediately. Puzzle plots and politics plots were nicer in that regard, but we wound up with three characters each pursuing separate story arcs, usually alone.

Still a fun campaign. And there's talk of resuming another one as well (Cromach, a 5e ArM campaign in England).
CJT 20th Dec 2012, 9:15 PM edit delete reply
Err, upgrade from 4e to _5e_ seriously nerfed (etc)...
Kadakism 20th Dec 2012, 3:20 PM edit delete reply
While not a D&D campaign, I was on PBP forums a lot when I first got into Role Playing. Our first ever campaign was a time-jumping scifi story, and it was probably the greatest experience that I've ever been part of. The group broke apart a while later due to some infighting between a couple of guys. It made me a bit sad, because we had gotten so close as players and characters, and now it was just all thrown out. Well, over the next few years, I got back in contact with a few of the guys and girls from the original story. We eventually got to talking about our old characters and the things that they did. It was a lot of fun, and it finally led to the idea to recreate the story. It took a bit of coaxing, but we finally got the old group together and started playing again. It never lasted long, and different schedules kept the play times erratic, but it was the best feeling to be retelling those old stories with a new perspective (we were all pretty bad writers/roleplayers back during the first one).
Moonrush 20th Dec 2012, 8:51 PM edit delete reply
Clearly Zecora was just a very evil pony who hated stripes, and got zebra'd as her curse.

What? That's a stupid answer? Shh.
Tatsurou 20th Dec 2012, 9:01 PM edit delete reply
THAT'S What Zecora meant about needing test subjects! She has researched a permanent cure, but needs somepony to test it on so that - if something goes wrong - she'll still be okay to fix whatever goes wrong.
Destrustor 21st Dec 2012, 2:18 AM edit delete reply
Or she knows it works on zebras(which is why she walked right in it), but she needs to see if it also works on ponies and/or she just wants to get a bigger data pool.
Ashram 20th Dec 2012, 9:24 PM edit delete reply
Waiting for Zecora's curse to be that she has to speak in rhyme.
Castille 21st Dec 2012, 12:37 AM edit delete reply
Getting the band back together.
One player has been at me for years to have a final, one-game only reunion of the 20th level group. Unfortunately I couldn't even face my D&D books after that campaign, but now, 5 years later... perhaps it's time.
And Tiamat holds a *grudge*.

For stealth references, I once had two NPCS named Saul Invictus & Tia Matthews. My players all threw dice at me that day.
Zarhon 21st Dec 2012, 4:04 AM edit delete reply
Zecora's curse theorycrafting:

It's an alignment change from good-natured, herbal-medicine using shaman/witch-doctor, to immoral mad scientist. And paradoxally, the mad scientist is the best bet to figuring out the actual permanent cure.
CJT 21st Dec 2012, 3:05 PM edit delete reply
It could be an inverse "Transylvania 6-5000" scenario. She's nice while in the lab, and a mad scientist while outside of it.
Boden King 21st Dec 2012, 7:05 AM edit delete reply
Does it count as a reunion game if only one player was away at college and today will be his first time back in a semester? If so, I may have a story for tomorrow.
Rokas 21st Dec 2012, 9:17 AM edit delete reply
Where the heck is Raxon? I need my dose of WTF.

Don't have any stories, bud. Been playin' the same homebrew RPG with the same group for the last 4 years now, ain't had a reason to have a "reunion".
Zuche 21st Dec 2012, 1:48 PM edit delete reply
He's been detained, but don't worry! It's just a routine assignment.
Demonu 21st Dec 2012, 6:28 PM Five Fathers Adventuring Party reunion game. edit delete reply
For those who don't know what I'm talking about:

Anyway, the end of said campaign ended with the 5 party members each achieving their personal goal.
Jim the Fighter opened up a joint school with Tim the Wizard where aspiring adventures could train in sword, magic or both. Opening up this academy and serving as acting principals also lead to them falling in love and marrying with their loved ones. For Jim, it was pretty much love at first contact. He had 12 recruits lined up for the first day of training and boasted to them that if a single one of them could land a hit on him, he'd buy them a round at the pub. Eleven out of twelve pretty much get their asses handed to them but the twelfth recruit, the only girl in the group, put up more of a fight. Jim was merely toying around with her for a bit when she did something unexpected. She charged in and threw her (wooden practice) sword at Jim's face, forcing him to swath it out of the way. But no sooner had Jim moved his sword and deflected the incoming sword, that the girl jumped in and suckerpunched him in the face. Of course, Jim no selled it and pointed his sword at her throat.

Jim: "You've lost your weapon and you would have lost your life if this wasn't a practice duel."
Girl: "Yeah yeah. So what time do we get that drink?"
Jim: "You didn't hit me with your sword."
Girl: "You never said it had to be with a sword... sir."

That pretty much made her Jim's favorite. And one thing lead to another and they ended up marrying. Tim on the other hand, was more preoccupied with keeping the school running and as such, he didn't meet much new people aside from hiring the staff. Imagine his surprise when the person applying for librarian turned out to be the librarian from his old school. (Check Tim's backstory for more details) Said librarian was a half-elf and therefor still looked as beautiful as the last time Tim saw her. But she didn't recognize him as the last time she saw him, he was but a lad barely in his twenties. Of course, he hired her pretty much instantly and tried to lay the moves on her. He had, what he thought to be, the perfect plan because when he left his old school, he took with him some magic books from the school's library out of spite.

Tim: "Hey there beautiful. What's the penalty for returning a very, very overdue book?"
Librarian: "Very cute, sir. I would advise you not to try anything foolish."
Tim: "Why's that?"
Librarian: "Last time that happened, I inadvertently caused someone a great grief due to breaking the rules."
Tim: "Oh, don't you worry pretty little head about that. Because this time, I MAKE the rules."

Then they kissed. And with that single kiss, a torrent of memories and feeling flooded back to both participants. After Tim 'officially' courted her, they married as well on the same day as Jim and joy was had by all.

Mike the Paladin and Alex the Cleric both returned to their hometowns. Mike took over the leadership of his father's paladin order from the regent Mary, who also was his childhood friend and crush. As per his promise and the order's tradition, he married the same day he became head of the order and took Mary as his bride. Alex on his end, returned to his clerical order and after some processing, his exile was terminated and he promptly quit the order. Vow of abstinence out of the window, he visited the sister he loved long ago and they rekindled their love, followed by a marriage as well.

Jef the Rogue on his end, quietly rebuilt his families reputation and through manipulated and trickery, rose to power both in a legitimate way and in the underworld. Controlling both the light and the dark, his city quickly rose in power to be an econimical giant in the world. Eventually, he too fell in love and married.

(Continued in next comment)
Demonu 21st Dec 2012, 7:16 PM Five Fathers Adventuring Party reunion game edit delete reply
Now for the actual reunion game.

When we finally got the old gang together, they all rolled up characters that were sons or daughters of their previous character. Amazingly enough, none of them were carbon copies of their first characters. If anything, some of them even improved on former ideas or just went a completely different direction. This group of budding, aspiring adventures had names to live up and were very eager to go out and make a reputation for themselves.

Naturally, said bunch of kids were under the (divine) protection of Sarah who, while not directly intervening, kept an eye on them and acted as their guardian angel. We don't play as often as we want to but whenever we do, we roll with these new characters.

One of these, the first one actually, consisted of the old group throwing something of a garden party where their children all met one another. Collectively deciding that said party was boring, they promptly ventured off into the forest near the town and beat up some monsters. Nothing spectacular seeing as they were level 1 but still, great succes was had by all and although they worried their parents greatly, secrectly they were proud that their kids had the adventuring shenanigans covered. Their mothers... not so much.

We occasionally play either as this new group or a one-shot with the old gang if we're feeling very nostalgic.
aylatrigger 21st Dec 2012, 8:58 PM edit delete reply
It would be interesting if Zecora HAD gotten effected by the Poison Joke, and it's effects on her were to make her always speak in rhyme... The cure that she had come up with required being unconscious or something, so she needed test subjects to take the cure. That way, if anything goes wrong she can fix something up on the fly, as otherwise she would have somepony else give it to her.
Stephani-d 21st Dec 2012, 10:03 PM edit delete reply
Everyone's expecting Zecora's curse to be her rhyming, but she needs help coming up with a permanent antidote, right? The book just said there's a temporary cure, but it only lasts a few hours. What if Zecora always takes the cure before going into town, and rhyming is just how she is normally, nothing to do with the poison joke? What if her Poison Joke joke is something else entirely?
aylatrigger 23rd Dec 2012, 9:51 PM edit delete reply