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Today I wrapped up GM-ing a Primetime Adventures (PTA) story that's a sort of steampunk/magic thing set during the Russo-Japanese war! :D

The larger context was that I've been wanting to do table-top roleplaying, but it's hard to do it with Spouse because then we'd have to find a time where both of us are free, which translates to "10pm after the child is asleep," which is... a difficult time. So back in March, I said to Spouse, "Hey, maybe we should roleplay with other people," so he joined a DnD campaign, and I asked my coworkers whether anyone was interested in doing a PTA game with me. I specified that I was fine with history, fantasy, steampunk or space operas, as long as it's not Euro-centric, and got 3 players. Us being history nerds, we decided it was going to be Russo-Japanese war steampunk. It ended up being a story about a mercenary transport ship who had to navigate through nationalist sentiment and weird religious syncretism stuff in order to deliver (or not deliver) a special cargo. So it's like... Firefly, but with 1910s submarine technology and a dose of folk religion. (Our ship's name was the Kappa and it literally had a kappa powering the engine.)

Anyway, I'm not here to talk about the story (although it turned out to be a fun one -- I'll put the summary at the end). I'm here to talk about running a PTA game to a bunch of people whose only TTRPG experience has been DnD.

Setting Up )

PTA House rules )

Some more GM thoughts )

The story itself )

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