<<[[ OMG YASP - Campaign Log - 15 ]] | [[ OMG YASP - Campaign Log - 17 ]]>> # `=this.campaign` - `=this.session` # Last Session ![[ OMG YASP - Campaign Log - 15#What Actually Happened ]] # Session Summary > [!example]- Other Sessions > ```dataview > table without ID link(file.link, file.frontmatter.title) as Title, session as Session, date as Date > from #ttrpg >where file.name != this.file.name and contains(campaign,this.campaign)and contains(type,this.type) > sort file.day desc > limit 12 >``` >For every sessions so far, go to [[TTRPG Sessions Index]] %% # What Should Happen %% # What Actually Happened This is mostly my thoughts on the facilitation and suggestions as SlR requested it. ###### GM: SlRvb | Player | Character | Villain | Protagonist | Class | | ------ | ------------ | ------- | ------------ | ------------------ | | Nick | Lenny Cooper | Jaffar | Milo | Wizard, Divination | | Leah | Eloise Mills | Frolo | General Leia | Sorcerer, Wild | | Steve | [[Eric Hume]] | Scar | Wall-e | Monk, Kensei | ### Thoughts - had to roll different types of dice - could unify into a single dice with varying success roll value. - group roll suggestion - each can roll d6 and sum it up against a roll to meet or beat. - pins - badges for passive bonus or converts to items? - locations - offer things they can do like they have in game's; ride and buy - food - buffs or potions when transported - Bit more rules for clarification and what is to come - set up the scene for the players what they can do and what it translates into when they cross over to the fantasy world; they have a set budget (500 Disney Bucks) to spend for the Grade Nite to buy things during their 12 hour ride time and those items they buy will be the items they will have when they are transported to the fantasy world. Gives the player the reason to buy the things at the store but don't know what they will do when they cross over. - misplaced character in a ride was a wonderful touch, happy accident. Keen player would notice the incongruency right away especially when they are a big Disney fan. (ie Leah) - badges - could turn into scrolls or passive buffs or trinkets with set charges. - food - potions and elixirs, could be randomly rolled to mitigate what is rare item or whatnot. - rides - tangible success/fail - use time as a resource to say they have more time or less time for rides. This syncs up well with badges, unknowingly they get more things if they have good rolls. - Rides - vary the outcomes of the success fail - the rides were there but the line up was long or the group got distracted instead of just all of them failing unless that is a meme in the disneyland you want to relish on. - For new players - having more railroaded experience of the storytelling yields better outcome because it can be like a theme park like and disneyland is epitome of such experience. lots of nice description of series of events and seems like a lot of tailored success fail of each of the rides were thought out.