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Campaign Began: 06/22/2010
Charles Hernanadez - Whisper Maphone' - Archer/Rogue/Cleric
Elizabeth Miller - Lulati Tippypit - Gnome Druid of Gozreh
Shaen McGee - Cormyr - Witch (Joined game in Book 2)
Ryan Rivers - Quel Spyralshot - Halfling Bard (Left Game in Book 4)
Bryan Soshea - Evan al'Baba - Halfling Paladin of Erastil
Robert Trifts - Ramilien D’Rattan - Human Wizard
Campaign Finish: 02/09/2013
Yesterday's game session marked the final epic battle with the Fey Queen, Narissa. My heroes persevered in the face of a 'Ground Hog Day' looping reality, surrounded by the exhausting chaos of temporal uncertainty. Her defeat came after several 'cat n mouse' sessions through the Fable. She had studied her opponents for years and catered her tactics to them, but faced with overwhelming power and the fully awakened artifact Briar was eventually too much for her.
The Teleporatation Trap that never made it out of editing, was completed reconceived and inserted back into my game. I decided that a key part of the Chaos of Fey magic would be expressed through manipulation of time/space. My Narissa had a back-up plan just in case the players were successful in untethering 1000 Breaths from 1000 Oaks.
All transportation and temporal magics were effected once the 'bomb' went off. Spell target destinations (location and time) became an unpredictable variable completely removing my player's complacency for teleporting all over the realms. And like astronauts traveling at light speeds, when it had run its course the characters had lost 11 years relative to the realm.
I would estimate that 70% of our KM campaign was additional custom content. [My players started calling me Chris Claremont!] I ramped up the political/national intrigue and tension by a Spinal Tap factor of 11. I also developed a separate personal storyline for each player, influenced by their written background and primary motivations. We managed to cover most of the written plot devices in all the books with two exceptions: 1) In the hexploration of book 2, I provided my players with too many distractions for exploration. As a result they never made it down to the Lair of the Lizard King, who grew in power unmolested by my players. 2) At the start of book 5, our campaign had dramatically advanced state of the war in the region and I found it impossible to run the Rushlight Tournament.
I chose transparent mechanics for kingdom building, allowing my players to understand (and inevitably) game the system with amazing success. I wanted my player's kingdom to be strong and reflect their personalities and I'm completely confident with the outcome.
This campaign was the first test-bed for hi-bred play. I had one player on the eastern side of Canada, one player in southern California and the remaining three in the room with me in northern California. I wanted to develop a system of playing that utilized technology to assist playing the conventional method, not replace it. Three years and five ongoing campaigns later, I think we were successful.
This is one of the best game I've ever run. I want to thank Paizo (James Jacobs) for creating an AP that brought out my strengths as a game master.
Thank you Rob McCreary (James Jacobs) for Grigori. Best NPC of the AP!
Thank you Greg Vaughan (James Jacobs) for Vordacai and the best butt-pucker combat of the AP.
This was the first time in at least two decades that Steel_Wind played outside his regular group and I want to thank you coming along for the ride!
I want to thank the Merry Prankster (aka The Little Pally) for letting me help you kick 4e cold turkey and come play with the cool kids!
I want to thank my woman for letting us take over our home and lives every Thursday night for the last three years! And for being the wildest, most insane, Ettin riding, Chaos Seeking Druid the realms have ever seen!
Shaeno! Thanks for absorbing the remotely abuse and moving back to California in mid-game.
I have plotted out 100 years of the kingdom's advancement and have plenty of plot lines to flesh out in the future! I intend for us to revisit these characters again in 10 years of realm time passing and then once again in 50. Beyond that, who knows?

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Congratulations on completing your fantastic campaign. Your advice proved quite helpful in what I created in the Dudemeister expansions. We started the same time playing (almost) weekly, and with expansion for personal quests and additional modules we're just at the point where we are going to assault the Tiger Lord Barbarians.
Kingmaker is a legacy game that provides memories for decades to come!

Kinwolf |

I wanted to develop a system of playing that utilized technology to assist playing the conventional method, not replace it.
May I ask what tools you used? One of my old buddy from my AD&D days would love to join us on the Kingmaker campaign, but he now lives 3 hours away with his familly. We were thinking of using skype, but I'm not sure it would be enough.

Orthos |

Quote:I wanted to develop a system of playing that utilized technology to assist playing the conventional method, not replace it.May I ask what tools you used? One of my old buddy from my AD&D days would love to join us on the Kingmaker campaign, but he now lives 3 hours away with his familly. We were thinking of using skype, but I'm not sure it would be enough.
I cannot recommend it enough. Here's the lowdown on my group's locations:
Me (GM of two active campaigns, player of one): Southeast Tennessee
Player 1 (GM of the game I'm playing in, player in both others): East Kansas
Player 2: Middle Texas
Player 3: Alberta, Canada
Player 4: Northern California
Players 5 and 6: Southwest Arizona
Skype for conversation and MapTool for visualization make our games possible. Perhaps a GM who's better at keeping things straight in their head could do it without MapTool, but it's simpler for me, and MapTool is free.

FlashX |

+1 for the Spinal Tap reference! ;-)
This campaign was the first test-bed for hi-bred play. I had one player on the eastern side of Canada, one player in southern California and the remaining three in the room with me in northern California. I wanted to develop a system of playing that utilized technology to assist playing the conventional method, not replace it. Three years and five ongoing campaigns later, I think we were successful.
So what system/technology did you use Azmyth?

Soluzar |

Good going. A lot of people don't make it this far. My group did well through the first three books. Then the GM wanted to convert everything over the Savage Worlds which killed it for me. Eventually, the GM moved away and the game died out. It was great while it lasted.