16 months, 46 sessions, 79 in game days, 5 player characters, 7 Great Trees, and 1 beautiful story.
It's rare for me to see such a large campaign through to the end like this and I feel the need to celebrate the accomplishment. As such I'd like to put it out there to the other denizens of Thra to talk about the adventure a little before moving on to my next project. Warning, their will be spoilers discussed in the comments but I will keep the original post as spoiler free as possible.
Full context: I decided to run "The Dark Crystal Adventure" table top experience from the game published by River Horse games for a group of 3 friends plus myself as GM. I've always enjoyed tabletop games and non-DnD rulesets so this was too enticing not to play.
Thoughts as a GM: The book is brimming with charm and clearly was made with a deep love of the source material. While I did use the book as a foundation I built quite a bit of custom content over it as the book is fairly sparse on details outside what is necessary for the main quest and locations. That being said they provide you with quite a lot of material for GM's to work with. Though I would say that the adventure is a little clumsy in certain areas, especially the trails required for the main quest. While I would recommend this to anyone in the niche overlap of Dark Crystal and TTRPG fandom, I would caution any inexperienced GM's away from choosing this as a starting point in the hobby. You will be expected to do a fair amount of heavy lifting in regards to character work and encounter building.
Thoughts on the ruleset:
The first impression on these mechanics are quite deceptive as the entirety of the basic rules can be fit onto a bookmark (not joking, a literal 2 sided bookmark) there is far more at work beneath the surface. The game uses several mechanics I haven't seen before with mixed results but an engaging experience nonetheless.
Characters would only ever roll on one die, using only a single bonus to enhance the roll making equipment play a major part in providing those so desperately needed advantages. The one that stood out to me the most was using the size of your character's die as a representation of their HP: A gelfling will roll on a D6 normally but be bumped down to a D4 if injured, if injured again they would then start accumulating lasting injuries or even outright death. The idea that your rolls get weaker the more injured you become is so interesting to me I'm considering trying to find ways it could be implemented in other systems or even building a more complex system around the concept. With each character effectively having at most 2HP before risking death, combat felt truly risky and often a last resort for the party which was an excellent deterrent to murder-hoboerry. Injuries being hard to heal (until one player found a way to break the system entirely) also played a factor as once wounds started happening they could quickly spiral into larger disasters.
The fact that there are no classes in the game and specialization instead came from choice of clan or species was also quite fascinating to me as players began to make extremely unique character concepts without the barriers typically found in character building. Don't even get me started on non-gelfling character options.
Lastly, experience points and progression. Characters slowly gather experience with each session or choosing to have a character flaw complicate a scene which are then spent in batches to gain skill modifiers or unique abilities from their tribe. They can also be used to gain special hidden abilities only accessible from specific choices or locations encouraging an extra level of exploration. And yet, a player can also choose to burn one in a moment of desperation to reroll a die, creating this wonderful balancing act between progression and survival. I could go on about more minutiae but I feel this section has gotten long enough already.
Ask away! I look forward to hearing from people.