Difference between revisions of "Talk:Thoughts on Running/Playing in Gemini"

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--[[User:BenofZongo|BenofZongo]] 01:21, 16 March 2007 (MDT)Certainly: also, remember that at the end of the prologue the GM has extra cards which are "extra" characters: these the GM will tie to the group through contacts, allies, etc.  If some of these cards are needed as additional crew members, then they can be pulled in as well.  Also, many ships have robotic/AI navigators (especially true for smaller ships): I'll make some rules for this if you want me to.  I think that with 4 main PCs and 2-3 supporting characters, you should have plenty of crewmen (pilot, navigator, 1-2 techs...that's really all you need.)
 
--[[User:BenofZongo|BenofZongo]] 01:21, 16 March 2007 (MDT)Certainly: also, remember that at the end of the prologue the GM has extra cards which are "extra" characters: these the GM will tie to the group through contacts, allies, etc.  If some of these cards are needed as additional crew members, then they can be pulled in as well.  Also, many ships have robotic/AI navigators (especially true for smaller ships): I'll make some rules for this if you want me to.  I think that with 4 main PCs and 2-3 supporting characters, you should have plenty of crewmen (pilot, navigator, 1-2 techs...that's really all you need.)
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--[[User:Dieterthebold|Dieter the Bold]] 01:37, 16 March 2007 (MDT) Oh right, the extra GM cards. Yeah, 6 - 7 is pretty good, since all will go through the full character creation process. I don't think you need to come up with any extra rules unless we decide we want some automated something or other.

Latest revision as of 01:37, 16 March 2007

--Jason 16:09, 15 March 2007 (MDT)I dont know when we will do this one shot, but if this game becomes a regular I just want people to know when we do the prologue stuff dont connect too much with my character, my attendance will most likely be greatly reduced in the future. Im gonna be more like Nate from here on out.

--Gdaze-- Does that mean examplers will be run in-frequently as well? Sorry about spelling, I'm lazy and tired.

--Jason 16:36, 15 March 2007 (MDT)That would be irresponsible. Ill make it to all the games I am schedule to run.

--BenofZongo 17:13, 15 March 2007 (MDT)Regardless of their level of involvement, all characters should be tied into the group. If Jason's attendance is going to drop significantly, we should have a discussion sometime soon about where we will be playing: after March, I will be able to host more frequently again (except for one friday where I will be in Hawaii) for a month or two. I don't know what my summer will be like. Hopefully we can get in good with Gabe's dad and get permission to game there more often, although since Gabe has a lot of other stuff going on as well, that's probably not something to rely on either.

--BenofZongo 00:58, 16 March 2007 (MDT)Any story pile played into by the PCs counts towards the ratio. Remember, since the supporting characters don't get cards for the prologue, they don't actually change the # of total cards the PCs get to play. As for PCs playing supporting cast, the answer is absolutely, I think that would be a great idea: you might want to switch into another character even if you're just looking for a break from your regular character.

--Dieter the Bold 01:03, 16 March 2007 (MDT) Awesome. Also, given Jason's slow-down and Nate's usual attendance, that's looking like 4 PCs with 2/3 supporting. Are there any particular jobs (in the GM's, although anyone's welcome to chip in) opinion that we simply cannot do with a straight crew of 4? Would you be fine with us deciding on a particular mission/group of missions we want to pursue and then expanding the supporting cast and frequently jumping around in them to pull it all off?

--BenofZongo 01:21, 16 March 2007 (MDT)Certainly: also, remember that at the end of the prologue the GM has extra cards which are "extra" characters: these the GM will tie to the group through contacts, allies, etc. If some of these cards are needed as additional crew members, then they can be pulled in as well. Also, many ships have robotic/AI navigators (especially true for smaller ships): I'll make some rules for this if you want me to. I think that with 4 main PCs and 2-3 supporting characters, you should have plenty of crewmen (pilot, navigator, 1-2 techs...that's really all you need.)

--Dieter the Bold 01:37, 16 March 2007 (MDT) Oh right, the extra GM cards. Yeah, 6 - 7 is pretty good, since all will go through the full character creation process. I don't think you need to come up with any extra rules unless we decide we want some automated something or other.