
It's happened several times now. Whether we're just reminiscing over the 'good old days' or having some drinks over barbecue - the topic has cropped up repeatedly and relentlessly. Now and then you'll pick up on the word "Khalistar" being thrown around. It sounds like some variant of Cali Shandy (Kali Star! - now there's a drink name). But the truth is much more lowkey than most people realize.
Khalistar - It's the name of a campaign that my group just can't stop talking about. It's an old campaign, I would have to struggle to remember or resort to looking up my 'crib notes' to give you any concrete details about it. But the fact remains the same - my players remember it fondly.
Normally, I'd just dismiss it as a fond 'pat on the back' kind of thing. But the comment has been echoing now for a good year or two. "Khalistar this--- Khalistar that".
I've thought about Khalistar a fair bit since then. Usually along the lines of "What made that specific campaign great?" What about it stands out clearer than all my other games? The answer I've arrived at is nothing short of 'eye-opening'.
I'll list them down here- and how impactful I believe they are to its memory.
The Player Characters were unique, certainly. A stoic, amnesiac soldier who's memory is not the most reliable. An alchemist obsessed with finding a solution afflicting his wife-turned-vampire villain. A classic displaced dwarven clansman out to make a name for himself and reclaim their ancestral home (sue me). A smuggler who moonlights as an assassin (or an assassin moonlighting as a smuggler?) who secretly funds a city orphanage - out of the goodness of his dark heart. And a monk that discovers he likes cooking as much as he loves adventuring. And a brilliant young mage, who happens to be named after our most used spice. Is this the most unique line up I've ever had? It's one of the better ones, yeah, but the best? Hardly. Still not convinced this is it. 6/10

Well-defined supporting characters. The player characters were fleshed out the usual way, but given a specific 'niche' story to fill out their place in 'the world'. The NPC's were cast from the same mold - I honestly thought they were only slightly better than the usual character tropes - 'tragic noble' with an 'idealistic, gentle daughter' - guarded by a 'shadowy female warrior with a past'. I guess each one had a voice, completely distinct from each other, and motivations to drive them. But - is it really what makes it stand distinct from my other games? Not really. I'm not convinced this is the only time this was present. So not the NPC's. 3/10

Villains? I wish. A dream-walking Green beast. 2 Rounds. Dead. 4 Sessions build up, down the drain. Darkharrow? He's a renamed copy of Faerun's Manshoon. Boring. 1/10

Setting? Hardly, some generic town, located to some generic cliff, located near some tunnels that lead to some generic *cough* drow *cough* cities. 0/10

Story? I was spit-balling... correction. I've always been spit-balling my weekend games. I've made more story mistakes in this game, and enough retcons to make Fox studios blush (Fantastic Four, anyone?). I admit, it has its upsides - but was it significantly better than my other campaigns? No. Not it. 4/10.
So what is it? What is the magic ingredient that made this stand out over the others?
Ok. This part - you gotta promise you will read through - because this is important stuff. When you read the first part, you'll be tempted to walk away and say "bullshit". But hear me out, you have to listen to it in full, and I promise it will make sense.
The Players. No, hold on. You said you'd give me a chance... so chill. I repeat... "the players". The DM/GM is indeed responsible for a lot of things that go wrong and right in a game - especially a campaign. But he is only one person - the rest has to fall to the rest of the cast - the players themselves.
- They were fans of their characters - and each other. Looking at it now, it seemed so obvious. Back in the day, they listened to each other and paid attention to every detail, every nuance. They not only used the details of their characters, but they also lived off of it. They didn't laugh at other player characters misfortunes, they lived to correct it. Or to avenge, if the careful way didn't work.
- They were focused on the game. As much as it is true that DM's shouldn't play on a particularly bad day that sets off their dark moods, the same is also true for gaming groups. While it is recuperative to hang out with your friends and leave your troubles behind - it is also doubly disastrous if you aren't able to. My players got enough troubles amongst themselves it made me think of getting a Ph.D. in Psychiatry and making money off of "counseling" them.
- They made way for each other. There were no drama queens or spotlight hogs in that game (well, most of the time) since they were equally as invested in other players stories as much as they were invested in theirs.
So what should your takeaway be? What should be done to bring my current game to "Khalistar" level? If I were to put it into paper, it would look something like this.
Play characters that you are a genuine fan of.
Play with people and characters that you genuinely like.
Leave your problems at the doorstep. You can pick them up on your way out.
Respect your time and each other's time.
Be fully here for your story, and theirs.
This is getting a bit long, so I'll expound on these in part 2.
My players will probably have a lot to say - and truth be told, I know that talking about this is surely not helping them wean off their times away from Ashford and Il'Ebben.
For the meantime, I'd appreciate your comments or feedback. I know, I know, this blog is long dead. But hey, what's the use of Lichdom if you can't resurrect stuff every now and then.
Until then...
Roll High!
DMKnight
