User talk:Lee

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JASON: If you run Hero, the Ultimate Skill is pretty much required. Its the best sourcebook they have made in years. Even if the genre isnt pulp, I also recommend Pulp Hero, especially if you want that cinematic feel. Its another great book.

Shadow World looks pretty interesting to me, too. I got 80% of everything they ever made for the setting in one trip to Half Price books a few months ago. Never played it, but looks good.

--Edmiao 11:32, 11 March 2008 (MST) i like the hero system. Lee, our typical game MO is to have two games running at a time and games tend to last a year or so. the two games now have been running for about 5 months for WFRP and 1.5 month for WW, I think. There are a lot of potential GMs in the group, and I know Ben is probably itching to run another game. although, by the time these two run out he may be back in med school if he's lucky.

--Matts 12:22, 11 March 2008 (MST)Everyone knows my stance, which is that I hate the hero system pretty much from top to bottom. But I'm like the lunatic fringe, so don't mind me.

GABE: Who let Matt out of his cage? BACK! Get back in!

Your fantasy hero game looked pretty cool. I gotz an itch for some high fantasy or even medium fantasy gaming. I ran a breif fantasy hero game, I thought it worked fairly well. So I'd be so down with playing in another one. Long as there is magic and monsters.

BEN: agreed that lee's ideas look cool. Ben also lukewarm on hero system but also essentially indifferent to system if world/concept is good. As a matter of policy, we prefer to have someone be part of the group as a player for a couple of months before they GM, so that you can get a feel for what the other players are like...we have a very wide spread of play styles. I actually really like how many GMs we have in our group, it lets us try out different styles of gaming.

--Lee 13:34, 11 March 2008 (MST) Don't worry, I'm not looking to GM right away, but I wanted to show people where I'm coming from and to get feedback positive or negative. The only way for my ideas to get better is for people to let me have it with both barrels. And it also gives the other players and GMs perhaps a faster way to get to know me as a player to see what I've written.

--Gdaze-- By the way I didn't say this before, but I really like how you had the two characters be entertainers instead of your run of the mill classes (one of the things I love about the warhammer system).

Also, any ideas on Werewolf yet? Sorry to pester but just trying to get an idea! If not we can go over it tomorrow if you like.

--Lee 13:05, 13 March 2008 (MST) Thanks! We had more traditional characters to begin with, but that set of characters crashed and burned within two play sessions due to internal strife. Upon reset, I built in a reason for them to cooperate.

As far as Werewolf goes, I'm going to finish reading tonight and let you know for sure. There's a lot to read.

--Gdaze-- Sweet, as I've been out of it all week, and most likely will pass out at home, I haven't really done much work anyway so tonight tis fine. Hmm, I like that... everyone being part of something like that... plus the whole untradtionalness of it.

--Lee 13:53, 13 March 2008 (MST) It really forced the players to stretch their minds a little bit in character creation too because I specifically told them that combat monsters weren't going to be allowed. Of course, that forced me to stretch a little more to put them in combat situations where they could win. The "you meet in a tavern" scene was them getting attacked by a band of goblins. The "band" ended up being two goblins and a hobgoblin leader because that's all they could handle. And even then they had to run away. But I daresay it was a lot of fun.