Difference between revisions of "Talk:WHFRP Reboot"

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--[[User:Edmiao|Edmiao]] 22:29, 22 July 2007 (MDT) could we do a faster progression than the last game, because the game ended just when our characters were just getting proficient.  and while it's fun for a while to play numb skulls, it is also fun to play kick ass characters.
 
--[[User:Edmiao|Edmiao]] 22:29, 22 July 2007 (MDT) could we do a faster progression than the last game, because the game ended just when our characters were just getting proficient.  and while it's fun for a while to play numb skulls, it is also fun to play kick ass characters.
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I agree with ed to some extent: growing into adventurers is fine, except that having your character develop that conviction during the course of game sessions is pretty difficult/taxing without metagaming.  Everytime Anjou got into a major situation, I had no idea what to do with him, because I was like "he's just a kid!  He's got no clue how to handle this!"  It's interesting for a bit, but I'm not sure I want to play a "numb skull" very much.  The other thing about growing into adventurers is that it may make it difficult for the characters to have much background together (although I'm sure you could GM that problem away).

Revision as of 23:44, 22 July 2007

--Dieter the Bold 17:58, 22 July 2007 (MDT) As fun as it is for the players to drive the plot and have freedom to do as they will, I'd like to see some more stringent (than ever before) controls during character creation, in terms of backgrounds. I enjoy interplay and tension between group members as it can lead to awesome and exciting sessions, but I don't like complete loggerheads and constant scheming at cross-purposes that leads to PvP. I'd really like the group to choose some kind of focus, quest, job-type, etc. and have everyone be 100% for at least most aspects of it. I'd like to be involved in some over-arching story that had a definite starting and ending point, although not necessarily only one path to get between the two. I'm down playing any class that fits with whatever the group decides on. I'm fine with Matt's attribute and class set-up, and I'm intrigued and positively inclined to his Spirit system.

--Edmiao 20:23, 22 July 2007 (MDT) I am considering playing Jacob again, but reboot his class and skills to fix up some of the "random roll" problems. Not attached to the idea as he might make an interestin NPC also and depending on the hook of the game. One request: can we start out as more advanced characters, say around the level of our old characters. I find the skills open to "level 1" characters constrained. suppose it might depend on what the hook was that would determine how experienced the characters should be. A band of seasoned adventurers vs a bunch of peasants. I think that Ben's prologue idea was a good one if you want to start out the hook as a group that has been together for a longer time, likely with different mechanics, and I liked Gabes idea of the "once upon a time" card game (I have a set as well). For a newly formed group, obviously that's not appropriate.

--Matts 20:56, 22 July 2007 (MDT)I'd really prefer to start at first careers again, but if you wanted to play a similar character as Jacob, that'd be fine. The thing I want to make sure is that your characters grow into "adventurers" rather than ARE adventurers, which would be a job for the first several sessions.

You could assume a similar rate of progression as the last WHFRP game.

--Edmiao 22:29, 22 July 2007 (MDT) could we do a faster progression than the last game, because the game ended just when our characters were just getting proficient. and while it's fun for a while to play numb skulls, it is also fun to play kick ass characters.

I agree with ed to some extent: growing into adventurers is fine, except that having your character develop that conviction during the course of game sessions is pretty difficult/taxing without metagaming. Everytime Anjou got into a major situation, I had no idea what to do with him, because I was like "he's just a kid! He's got no clue how to handle this!" It's interesting for a bit, but I'm not sure I want to play a "numb skull" very much. The other thing about growing into adventurers is that it may make it difficult for the characters to have much background together (although I'm sure you could GM that problem away).