
Strange Aeons GM Overview
Themes
When
planning to run Strange Aeons, the primary themes that emerged were Identity
and Family. The first one is obvious, given the initial memory loss of the players.
“Who am I?” is a question which drives the players for the first three modules.
However, after that is resolved, the theme of Family takes a more significant
role.
The use of
memory, dreams, horror and insanity are tools to explore these themes. By
keeping these themes in mind at all times brings the players a sense of
emotional engagement to the campaign.
General Issues
Strange
Aeons is an excellent campaign, but in places suffers from “combat fatigue”, particularly
in the later modules. The Mysterium is a good example
of this, where there are a bunch of rooms where the players are attacked as
soon as they enter every room. As such, I have modified many encounters to be
more role-playing based.
Player Character Backgrounds
In my
opinion, the guidance for the player backgrounds is one of the weakest parts of
the campaign. Having all of the players as simply former henchmen who happened
to be handy is narratively unsatisfying.
I changed
this aspect to The Mad Poet seeking “interesting minds”, leading Count Lowls seeking unusual individuals who may have been asylum
inmates, captives, locals or even family members. Given that the players spend
half the campaign without their memories, this provides more role-playing
opportunities, and generally makes more sense.
The player
characters used in my campaign are given here.
Hints and Tips
I recommend
that GMs familiarise themselves with the following rules, as they feature quite
extensively during the campaign:
·
Haunts
·
Diseases
·
Poisons
·
Addiction
·
Knowledge monsters (which skill relates to which
monster types)
·
Incorporeal (make sure clerics/oracles are aware of Ghostbane Dirge)
·
Oozes
·
Swarms
·
Auras