Glimmermark, the first year
Last week we had the 26th session of my Glimmermark Labyrinth Lord game, which makes for a game about every 2 weeks on average since I started in July 2024.
Unfortunately sometimes it’s just not possible to find enough people to play, even if I offered the game as an open table game. We decided early on that we play with at least 2 players around, although we had a few times when we decided to just go ahead with just one. Unfortunately it can be quite frustrating to me as the DM to carve out one evening a week for the game, and then it turns out nobody shows up. On the other hand the last few months I have been feeling under the weather, so I wasn’t all too broken up when we cancelled the last few sessions. Only these last two weeks I am getting back into the grove I had before.
Unlike other games I run (Shadowrun…) this particular game does not demand too much work week to week, and it wasn’t intended to. This is a simple dungeon and wilderness crawl game with no larger story threads… that is, the players have yet to pick up on some threads that I laid out… based on the Keep in the Borderlands, with additional dungeons scattered all around.
For what it’s worth my experience in here is informing my house rules, which I want to roll out at one point soon, to use in my game. Still, these are mechanically so close to house-ruled Labyrinth Lord that the switch should be easy.
Here’s a few developments from the campaign.
- the players are in general experienced dungeon crawlers, even if their characters aren’t, which means some of the encounters turn out to be much less deadly than I expected them to be. If you have experience with LL or at least other DnD retroclones you tend to expect certain things, like monster behavior. This is ok, but I do wonder what a group of complete neophytes would make of the same environment
- In particular the use of the Splintering Shield rules makes for some markedly less deadly game than what I expected in the beginning. So far no player character and only 4 NPC retainers have died during the ventures into the dungeons. Management of the shields as basically extra lives has become an essential part of the resource management in the game.
- I planned to have multiple groups have adventure in the same region and have their exploits influence what the others encountered. I didn’t yet branch out though. I think maybe I should run some con games with people to get into that.
- Goblins have turned out to be more important than I thought, slowly establishing themselves as a faction in charge of the ruins of Castle Dyson (that is, the top levels of Dyson’s Delve). So far there was a single additional character class which was, appropriately, the goblin. Not that the PCs aren’t ready to kill any goblins that aren’t directly involved with them.
- The Caves of Cha… ehm, The Stygian Caves have been taken over mostly by hobgoblins who now have basically driven out the orcs (with the help of the PCs) and kobolds (despite help from the PCs). The goblins in the caves were previously killed by the PCs or migrated to Castle Dyson, where they then were killed by the PCs. The goblins now in charge of Castle Dyson do not know this, they were originally cut off from the goblins on the upper levels.
- Encounter tables and reaction checks make for interesting worldbuilding. Sometimes stuff becomes important to the game that you didn’t even think about before. I think it’s really these unexpected developments that make the game for me as a DM, this moment when the campaign world takes on a life of its own and goes in a way I didn’t even expect
#dnd #labyrinthlord #osr #ttrpg