The Grimm FinalePosted: October 14, 2012
In contrast to Ali’s illustrative setup for the ending of our Grimm adventure, I’m going to keep this short and sweet:
- Grimm and the rest of the adventurers meet Lich and Zombies. Combat is joined.
- Lich summons more Zombies to delay the inevitable.
- Grimm blasts Lich to smithereens with an extra-damage Bolt.
And that’s pretty much all she wrote. Our brave adventurers prevented Lizaria from staining the rest of the continent with his black slimy version of evil… this time, anyway. Our GM noted that we had only destroyed his physical form. He might yet return. But that adventure will come another day.
Some thoughts on the wrap-up.
One first-time Player noted that the game seemed to basically boil down to “Fight something, talk to something, fight something again.” He seemed underwhelmed.
I had some sympathy for him, but I think that’s an unfair characterization of this particular adventure — though yes, RPGs can boil down to that. I think players need to take control of their roleplaying experience. If they don’t feel that “into” the game, it’s up to them to build up a backstory for their character, try to actually roleplay in keeping with their Hindrances and Edges, do that consistently and generally do stuff to make other Players and even the GM get into the game as well.
I think one of the ways to bring a bit more roleplaying into these games is to have more Interludes, like we tried in Zombie Run. My vote is for GMs to include more of these in every game, to help Players provide a bit more flavor for their characters without necessarily requiring them to publish a backstory (We’re not all hyper-nerdy compulsive writing narcissists like myself). Bored by mechanics? Want more roleplaying? Do more roleplaying. This should help make our games a bit more original and a bit less repetitive.