The Lemurian Seven: Thoughts on BoL

Last Friday I started running Barbarians of Lemuria… it’s a game that has been on my shelves for ages and I thought it would be worth a trying it out. I read the rules a couple of times (for it’s 200+ pages BoL still feels like a light game) and had a plan to run each of the brief adventures from the core book in an episodic format. Each episode the heroes would start somewhere new, with no thought or acknowledgement given to how they would get there. That was the plan at least…

BoL

I decided to run the game on alternating Friday’s just to give me a bit more prep time between sessions and also so I had opportunities to do social stuff without having to cancel. I had in my mind I would be lucky to get three or four players, and that I would be content with that. After putting it out there on Twitter I found there was quite a bit of interest… I can manage 6 players, I’ve done it before, so I went with that. But somewhere along the way I lost count, so we now have 7 players; I really didn’t want to have to drop a player, and as I’d not been too fastidious in tracking who had asked to join last, it would have been unfair to randomly drop someone. Although it would have given me a practical use for my Dungeon Crawl Classics D7 Zocchi dice…

Now I’m not a huge fan of big character backgrounds, but BoL encourages players to establish simple backgrounds to tie in with their careers. In this my players went above and beyond; I have excellent backgrounds, not too detailed, but filled with the right stuff. Adversaries and interesting characters have all been included. Every question I asked I was given an interesting, engaging answer. And as time went on I started to wonder how I would use all of this great background material with the episodic format I had planned. I couldn’t see a way to do it.

I’ve since decided to abandon that idea and go for a much more player directed campaign, one where their backgrounds, and most importantly the NPC’s they have identified are a big part of the adventures. After mapping everything out using a Kanban board, I feel I’ve got a good grip on all of the moving parts – certain threads will come into focus for different sessions. In fact, I have so many threads and possibilities that I will have to leave some out for now, otherwise the players will each be going off in different directions to complete their own quests. BoL provides some great mechanisms to bring out backgrounds as well, such as the Hunted flaw which means each time a hunted character enters a city, on a 1 on 1d6, the hunter or an agent of the hunter will turn up and cause problems.

“How’s it been managing seven players online?” I hear you ask. It’s been amazing fun! Some players are more vocal than others, but I try to ensure everyone remains engaged with the game – it was great to see the players chatting amongst themselves using Roll20 chat, making plans while I was dealing with another encounter in Hangouts. We’re still finding our way with the game etiquette and balance, and I think we’ll get to where we need to be before too long. Plus with seven we have the added bonus that if up to 4 players couldn’t make it, we could still have a game!

I need to give more thought to how I prep for sessions as well; too much means I’m pushing the players where I want them to be all the time, not enough means the game can feel a little slow. I felt part of last night’s session was like this and hoped that writing this up might help identify the improvements I can make. We finished on a climax, so I’m hoping to start the next sessions with some pace and continue it from there…

Any thoughts or advice on how to proceed would be appreciated!

 

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