Difference between revisions of "Talk:WHFRP Reboot"

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(Taking Stock)
 
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--[[User:Dieterthebold|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.
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[[Reboot Chat Archive]]
  
--[[User:Edmiao|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.
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===Taking Stock===
  
--[[User:Matts|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.
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--[[User:Matts|Matts]] 12:35, 25 October 2007 (MST)How's the game going for you guys?  Likes/dislikes? I'm opening up the can of worms here, I know, but have at it!
  
You could assume a similar rate of progression as the last WHFRP game.
 
  
--[[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 proficientand while it's fun for a while to play numb skulls, it is also fun to play kick ass characters.
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--[[User:Gdaze|Gdaze]]--
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Overall, yes I'm enjoying it.  However, the apperance of the pillar disheartens meMaybe it is only me, but that thing can fucking rot for all I care.  I wanted to be done with that oen and didn't really want some save the empire adventure, we already messed up saving the empire.  Now, I'm not saying that is WHAT the pillar is, but none the less I think having to retrace all our steps and collecting the pillars would be a pain.
  
Ben: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)That all being said, i have no problem playing a tier 1 starting character...I'm really more concerned with restraints on the background I create.
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SpellsPlease note this isn't aimed directly at you Ben, but spells.  We were told that spells would be even less common now then they were, or we wouldn't see as much use of them.  The fact that we have never had to make detect rolls to see spells being cast is kinda odd, for me that isBut its been that way, so lets just keep it.
  
--[[User:Edmiao|Edmiao]] 22:54, 22 July 2007 (MDT) A common complaint about DnD is that characters "level up" and have major and kind of unrealistic jumps in their abilities over a relatively short time.  likewise, starting from a 0 xp WHFRP and going to an advanced class is somewhat unrealistic.  I actually enjoy games more that start with proficient characters and have relatively low xp for tune upThat said, if there's a consensus that we want to play a low level game as we did last time, that'll be fineI would consider our characters in the last WHFRP to have gone from peasant level to just proficient adventurer level.
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I like the idea of building a crimnal or whatever empire, but this character was built FOR that.  If we start doing a bunch of occult stuff again I'm just gonna end up on the fench again not knowing about anything and just playing my violinShit can hit the fan, but it should be shit everyone can help clean up.  
  
--[[User:Matts|Matts]] 23:00, 22 July 2007 (MDT)I think what I'd like to do is run the first sessions as sort of an "accelerated prologue".  I want to do a group-hook generation similar to Gemini, with an extended few sessions as prologuey bits as well - we can establish the group hook, then go back to the "origins" of these characters and play them out in more detailed fashion.
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NOW, most all of this is based on the very thin assumption that we are going to be doing the pillar stuff again.
  
I'd say after 3 or 4 sessions you guys would be up to second-career level, if that sounds goodThe catch is that your backgrounds have to connect way more than tangentially by the time we're done with those sessions.
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I am enjoying the small town we are part of.  I would have liked us to been able to strong arm a bit moreFor being a cut throat place, everyone is still very high class crime like.  By this I mean there have not been many fights, at all.  Or killings even.
  
--[[User:Edmiao|Edmiao]] 09:46, 23 July 2007 (MDT) muy bueno(that means "hello" in spanish)
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Killing the cult was GREAT.  I loved that, no thinking about it, cult = evil = kill.  I would love to have an enemy we could unite against, but not one we must constantly run from.  Plotting to take out a huge politcal figure can be quite fun.
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Biggest concern:  Tons of occult stuff show up when this was suppose to be about smuggling.  Also I'm a little unsure as to what occult things one might know, and what they wouldn't, I would love to see a list clairfing this.  Use of fate points to affect the story (I believe fate points are to affect you, not the world)
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Biggest likes:  I like all the characters.  Characters work fairly well although secrets still abound (don't like that), Dwarf Ruins!  A++++++++++!
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BEN: I like the game, so far, in its entirety
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--[[User:Edmiao|Edmiao]] 08:47, 26 October 2007 (MST) perhaps it is because i missed two sessions, but i have no excitement for the gamei mean, it's not bad it's ok, I just don't have a lot of enthusiasm for it.  Maybe it's because i'm bored of my character already, which probably arose from the bad start i got with him and that huge debate.  there's your worms.
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--[[User:Gdaze|Gdaze]]-- You guys suck.  I write all that and you write little blurbs!  Of course clearly my writing was me trying to get all my ideas into a some what understandable... thing... of... words...  Also I was slacking off at work.
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To go along with what Ed is saying, I feel kinda the same way.  I enjoy playing my character, but the excitement is kinda dwindling.I think Elrin would be fine as he is, but don't lose the insanity!  Actually over all I enjoy playing my character as being a trickster provides loads of fun.  And I would like to personally thank Ed for edging me towards ventriloquism.  That combined with mimic and acting will also keep my character fun.
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So yeah, I'm having fun, but at the same time excitement isn't quite as high.

Latest revision as of 10:37, 26 October 2007

Reboot Chat Archive

Taking Stock

--Matts 12:35, 25 October 2007 (MST)How's the game going for you guys? Likes/dislikes? I'm opening up the can of worms here, I know, but have at it!


--Gdaze-- Overall, yes I'm enjoying it. However, the apperance of the pillar disheartens me. Maybe it is only me, but that thing can fucking rot for all I care. I wanted to be done with that oen and didn't really want some save the empire adventure, we already messed up saving the empire. Now, I'm not saying that is WHAT the pillar is, but none the less I think having to retrace all our steps and collecting the pillars would be a pain.

Spells: Please note this isn't aimed directly at you Ben, but spells. We were told that spells would be even less common now then they were, or we wouldn't see as much use of them. The fact that we have never had to make detect rolls to see spells being cast is kinda odd, for me that is. But its been that way, so lets just keep it.

I like the idea of building a crimnal or whatever empire, but this character was built FOR that. If we start doing a bunch of occult stuff again I'm just gonna end up on the fench again not knowing about anything and just playing my violin. Shit can hit the fan, but it should be shit everyone can help clean up.

NOW, most all of this is based on the very thin assumption that we are going to be doing the pillar stuff again.

I am enjoying the small town we are part of. I would have liked us to been able to strong arm a bit more. For being a cut throat place, everyone is still very high class crime like. By this I mean there have not been many fights, at all. Or killings even.

Killing the cult was GREAT. I loved that, no thinking about it, cult = evil = kill. I would love to have an enemy we could unite against, but not one we must constantly run from. Plotting to take out a huge politcal figure can be quite fun.

Biggest concern: Tons of occult stuff show up when this was suppose to be about smuggling. Also I'm a little unsure as to what occult things one might know, and what they wouldn't, I would love to see a list clairfing this. Use of fate points to affect the story (I believe fate points are to affect you, not the world)

Biggest likes: I like all the characters. Characters work fairly well although secrets still abound (don't like that), Dwarf Ruins! A++++++++++!


BEN: I like the game, so far, in its entirety

--Edmiao 08:47, 26 October 2007 (MST) perhaps it is because i missed two sessions, but i have no excitement for the game. i mean, it's not bad it's ok, I just don't have a lot of enthusiasm for it. Maybe it's because i'm bored of my character already, which probably arose from the bad start i got with him and that huge debate. there's your worms.

--Gdaze-- You guys suck. I write all that and you write little blurbs! Of course clearly my writing was me trying to get all my ideas into a some what understandable... thing... of... words... Also I was slacking off at work.

To go along with what Ed is saying, I feel kinda the same way. I enjoy playing my character, but the excitement is kinda dwindling.I think Elrin would be fine as he is, but don't lose the insanity! Actually over all I enjoy playing my character as being a trickster provides loads of fun. And I would like to personally thank Ed for edging me towards ventriloquism. That combined with mimic and acting will also keep my character fun.

So yeah, I'm having fun, but at the same time excitement isn't quite as high.