When I start a new series, I always intend to keep it separate from the last one. Certain factors inevitably continue from one game to the next. At the top of this list appear the habits of individual players in creating and portraying their characters. The way any two players tend to riff off one another tends to act as a constant, too. Players can shift these with effort but the reasons that bring them to the gaming table tend over time to push the game toward the group’s default groove.
I have my habits too and try to consciously avoid some of them. I ration the use of particular themes that I’ve used too much in the past.
Sometimes though the story can have a surprising way of wending back to previously explored territory. A new player joined the Alma Mater Magica DramaSystem game I’m currently running and improvised her way to an area the rest of the crew already knew well. She introduced a dream reality into the setting, along with the sort of dreamscaping that featured in our previous Dreamhounds of Paris campaign.
Other players started to joke about the possibility of a cross-over.
At first I decided that I wouldn’t set about to introduce any elements from the old game in the new. If another player had wanted to, the narrative freedom of DramaSystem would certainly have allowed it. But no one did.
You might interpret this as meaning that they didn’t really want the current series to become a sequel to the last.
But the jokes and references kept coming.
I knew it would get a positive response when it happened, so when the story allowed the opportunity, I succumbed to the crossover urge.
A minor antagonist character turned out to be someone else in disguise. He revealed himself to be an insane dream reflection of a PC from Dreamhounds.
Yes, you guessed it. A simulacrum of Salvador Dalí turned out to be the big bad antagonist of the series’ second season.
Lesson: the fun value of a thing is more important than abstract qualms about the cheapness of the effect. In roleplaying, use what works.
Although Dalí hails from the Dreamlands, so far we’ve kept the rest of the Mythos out of it. So in our hunger for that sweet, sweet crossover buzz, we did show some restraint.
Hillfolk is a game of high-stakes interpersonal conflict by acclaimed designer Robin D. Laws. Using its DramaSystem rules, you and your friends can weave enthralling sagas of Iron Age tribes, Regency socialites, border town drug kingpins, a troubled crime family, posthuman cyberpunks and more. Purchase Hillfolk and its companion Blood in the Snow in print and PDF at the Pelgrane Shop.