Well, here we are, 100 days. This is a bitter pill for me; I had goals and hopes for a new project, and frankly, most of them didn’t work out, and while most of that wasn’t within my control, I know I made several crucial mistakes. Tag’s Folly was supposed to be a way for me to game more frequently and meet new people, provide gamers in Toronto with something they wanted, and prove that I could take on a big project on top of everything else that I do.
What follows is my postmortem.
What worked:
- The daily blogging schedule.
- Meeting new gamers.
- Getting more games in.
What didn’t work:
- I had the impression that there was a big pent-up demand for D&D 4e GMing; as it turned out there was … a little, and with a bunch of work you could get a group together. But it wasn’t easy, as I’d hoped it would be, and that meant it took a long time for any of the organizers that did step up to schedule a session.
- I didn’t get the rush of enthusiasm I was hoping for; everyone who organized sessions – and I appreciate their work – expressed that wasn’t really that much fun compared to how hard it was to get people together. In some cases that meant straight drop-offs, leaving me with the task of “selling” the game to people to find organizers.
- The 4e ruleset, played by the book and prepped in advance is not conducive to a low-key campaign, and thus the 4e game would never be a self-sustaining organism.
- GTA transit kind of sucks; people just can’t get around, and when I run a game and have to spend 2 hours getting home, it hurts pretty bad.
- Real life threw me a few curveballs, particularly on the family and work side, and that derailed me pretty seriously. Of course I set out on this trajectory when things were looking up, and when things got turbulent, and then outright sucktacular, I had to rein something in. Unfortunately by the time that happened, the 4e campaign was the only thing in my life that I could really rein in.
What I learned:
- D&D is a game for people with basements, cars, and a lot more spare time than I have.
- When you get your name out there for running a game like this, all your old gamer friends remember you and start inviting you to their games. You can quickly become a victim of your own success.
- A general appraisal of risks is a good idea even for personal projects.
- I hate prep that doesn’t get into a session right away.
- 4th edition is a better drill and a worse omnitool than previous editions. It’s much harder to get it to do something different without hacking the rules, and the rules are much harder to hack.
- West Marches games are social monsters; there are a lot of uncharted social waters that you wade into and unless you’re a real extrovert, it will be stressful to run them. This goes doubly for strangers.