The Irregulars have played a number of pencil-and-paper games over the years, including a four year 5th Edition D&D campaign, Traveler, FATE Core, Numenera, BATTLETECH, and Cortex. Out of all of them, I think Invisible Sun has been the most compelling – its focus on character-driven narratives has made our players the center of attention. They talk with each other about their characters' relationships (unheard of!), write stories about their "off-screen" adventures with one another (wait, what?), and are the primary drivers of the main plot!

With help from Monte Cook's Directed Campaign option, our vislae have:

  • Delved in to the mystery of a street that never existed
  • Explored an unfinished train station haunted by the ghosts of commuters that never were
  • Seen a house (and everything inside of it) sprout spider legs
  • Ridden an impossibly long train to a desert town where the residents mine magical ice
  • Ventured in to ruined expanses between city districts to eliminate weapons made of hate
  • Crossed the boundries between the Suns to explore new realities
  • Founded their own mercenary group
  • Established a trade route between their headquarters and a fortress that trades in good fortune
  • And so much more!

To celebrate the 18 month mark of our campaign, we commisioned a poster from Bernadette Meeker (who is a pleasure to work with – highly recommended!):

The Mercenaries in from of their headquarters, The Castle of Crenelations, in Satyrine. From left to right: Kenny Brune, Bet Tempest, Locke Vanthor, Jeremiah Johnson, and the Professor.

Here's to future stories and adventures!