It had been close to two months since the last time we had played. Of course, part of the whole deal of this campaign was that adult responsibilities had to come first so that wasn’t a big deal.
Thanks to Thanksgiving, half the folks who planned on making it weren’t able to play. Playing via Roll20 and the power of the internet makes things very flexible but you can only bend so much.
So we ended up with only three players. The GM toned things down so he didn’t wipe us out and he made it a short session.
The three party members who were there split off from the rest as we followed two different trails of the cult members we were dealing with. We ended up finding a tiny hamlet where one of the residents was a secret cult member, complete with zombies and a living rug. The GM has a real tendency to use living furniture.
I’ll be honest. It was tough to get into character this time. Between the gap between plays and being down so many players, I think it was tough to find our footing and I think we let the NPCs bamboozle us more than we should have. I just became a spell caster and I didn’t use any of my new spells.
That said, our biggest goal, hanging out with long distance friends, went off without a hitch. We had fun and, once we realized that there were a smokehouse full of zombies, it all fell into place. And setting the place on fire and maybe starting a forest fire, that felt good.
I try to think about how Roll20 affect our experiences. At its best, we forget about it and just play. Even though this was a relatively weak session (and, honestly, this campaign is strong enough that a ‘weak’ session is still a pleasure), it still was fluid and moved well.
And I have a feeling we will be a lot quicker to judge potential cultists.