Difference between revisions of "Talk:Nephon Sector"

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--[[User:Edmiao|Edmiao]] 23:38, 28 February 2007 (MST) One thing that has always bugged me about space games is that you have a captain.  inherantly the captain has the ability to boss people around.  that makes me want to make characters who have no interest in being bossed around.  I played that out with Raphe, and started it again in the one shot, and it gets old.  Can we try to design a space campaign with no captain?  Or maybe make the captain an NPC.  Perhaps the characters are all Indiana Jones knock offs and they hired a starship to shlep them around from place to place.  So space travel goes like this: Indy 1 and ShortRound found some clues to uberloot on planet Ohmygodlookatallthegoldimus Prime.  They convince Indy2, Indy 3 and Dr MyFaceMelts that it would be fun to go loot some old tombs.  so the group bustles up into the ship and tells the NPC Captain Schleper to make course for Ohmygodlookatallthegoldimus Prime.  Suppose in this scenario a PC could be Capt Schleper, but eventually we'll have this conflict: Capt. Schleper: "Not on my ship!"  Short Round: "Fine, lets find another ship"  and that would get tiresome as well.
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--[[User:Matts|Matts]] 12:11, 2 April 2007 (MST)Given that Nephon lost the vote, I won't be running it; the setting seems redundant at this point and wasn't really the focus of my efforts to begin with.
  
I want to make a wish upon a NephronWish I may, wish I might, wish that there be no captain in sight.  
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As a general note, for future games, I'm not going to be defining too much of the setting - only broad strokes and general feelThe rest of it is up to us as a whole to figure out; so, if there's something you want to see in this hypothetical game, you'd say, "I want to see this", and we'd figure out how to fit it in.  As the GM I'd hold veto power to keep things setting and mood appropriate, but hopefully, once we'd established the premise of the game, I wouldn't have to use it.
  
That was so beautiful and it just came to me out of nowhere, man.  the horror.  the horror.  the horror.
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I'm also gonna go back to my guns about the DitV system; you want a one-shot, that little bugger is the rider.
 
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--[[User:Edmiao|Edmiao]] 23:48, 28 February 2007 (MST) That said, Ben has made a good point that the GM should take control of a game and have free reign.  Requests may be entertained (see my wish above), but a game by committee will end up in lamer than lamesville.
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--[[User:BenofZongo|BenofZongo]] 00:18, 1 March 2007 (MST)I personally find it interesting if there are some hierarchical relationships between players, but that's just me.  That's why I made Garcon (who, actually, had to do anything any of the players told him to do as a direct order).  Things can be more evenly divided if there is more than one person with maximum authority, or if different people have chief authority under different circumstances.  But whateva...my current concept is either a techie, a pilot, or a gun toting ueber combat monster, so it don't make no difference to me.
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Latest revision as of 13:11, 2 April 2007

--Matts 12:11, 2 April 2007 (MST)Given that Nephon lost the vote, I won't be running it; the setting seems redundant at this point and wasn't really the focus of my efforts to begin with.

As a general note, for future games, I'm not going to be defining too much of the setting - only broad strokes and general feel. The rest of it is up to us as a whole to figure out; so, if there's something you want to see in this hypothetical game, you'd say, "I want to see this", and we'd figure out how to fit it in. As the GM I'd hold veto power to keep things setting and mood appropriate, but hopefully, once we'd established the premise of the game, I wouldn't have to use it.

I'm also gonna go back to my guns about the DitV system; you want a one-shot, that little bugger is the rider.