Post by reiphil on Apr 30, 2014 13:03:35 GMT -8
I wanted to bring this up because I feel like a lot of us are feeling a bit muddled in the adventuring aspect of the game and also the birthright aspect of the game.
For adventuring, it was nice for David to try and include everyone, however, it seems a bit unfair as well. My character wanted to really just sneak into the labyrinth and do her thing, and, if need be, assassinate others, but not try and include stephen's or micah's characters too. And i’m sure once introduced for Stephen’s character to interact with the fox lady, he would’ve wanted to do that instead of also having to interact with Micah’s character. However, nobody wants to go back to the first session where we had a person sit out for a few hours.
I think it's a really tough balance that we need to make, but the maybe the best option would be to take out adventuring altogether or dumb it down. If we were to dumb it down, I think a lot more prep work would have to be done for it and perhaps include more options based on a person's passive skill. That way it comes down to a more glorified skill challenge, or at least, falls back towards the Birthright aspect in which we're playing pseudo RTS with limited control. The con of doing a dumbed down adventure or removing it altogether is that we don't get to use all the skills/powers we wanted to power game with (Micah ). The thing is, with a dumbed down or predetermined adventure, it makes it way easier to just focus on the birthright side of managing a mini empire.
I really do enjoy adventuring, in general, but it's tough to strike this balance as everyone wants to have a piece of the action too, but that makes it very unfair to have the personalized adventure someone would do. (Like for example, a rogue just wants to sneak by herself and not get herself involved with anything)
For Birthright. People really need to understand the rules, or the DM will need to hold all values in a spreadsheet. For me, I am pretty certain I spent all the RP and GP needed, but since not everyone understood some of the actions, I feel like I may have been cheated as they didn't spend as much or too much RP/GP, and it is even possible that I haven't spent as much or spent too much RP/GP.
Honestly, a spreadsheet, in which the DM can show us our values, or a google map/drawing in which we can see what's going on in zones would make the game much more interactive. It's hard to play this RTS style game without seeing the map. Using a drawing on google drive, we should be able to easily create the political map as well as list the holding in each section (though possibly time consuming).
I really enjoy both aspects of the game, but I find it really dull when we try to combine it. Like, I have my turns planned out for resources, and then we get bogged into adventure, or I want to do an adventure, but we can't because I or a small party would steal the thunder of the entire group.
It's quite possible that this type of game just isn't ready for the tabletop yet. I could see it easily being done as longer drawn out online turns and stuff, IE, everyone puts in their realm actions for a round, DM tells us what's up, plus on the side, we could perform adventures with the DM. But I think if we keep refining and hit a balance the game can be much more suited for the quicker play of tabletop.
docs.google.com/drawings/d/1r6BctRopN0X7S7TlciishJRNnXi6ysDkO65ghtNm94c/edit?usp=sharing << quick map i started just copy and pasting into a drawing document. Using poly line we can quickly recreate the map, or even just drop symbols and numbers for who owns what where.
For adventuring, it was nice for David to try and include everyone, however, it seems a bit unfair as well. My character wanted to really just sneak into the labyrinth and do her thing, and, if need be, assassinate others, but not try and include stephen's or micah's characters too. And i’m sure once introduced for Stephen’s character to interact with the fox lady, he would’ve wanted to do that instead of also having to interact with Micah’s character. However, nobody wants to go back to the first session where we had a person sit out for a few hours.
I think it's a really tough balance that we need to make, but the maybe the best option would be to take out adventuring altogether or dumb it down. If we were to dumb it down, I think a lot more prep work would have to be done for it and perhaps include more options based on a person's passive skill. That way it comes down to a more glorified skill challenge, or at least, falls back towards the Birthright aspect in which we're playing pseudo RTS with limited control. The con of doing a dumbed down adventure or removing it altogether is that we don't get to use all the skills/powers we wanted to power game with (Micah ). The thing is, with a dumbed down or predetermined adventure, it makes it way easier to just focus on the birthright side of managing a mini empire.
I really do enjoy adventuring, in general, but it's tough to strike this balance as everyone wants to have a piece of the action too, but that makes it very unfair to have the personalized adventure someone would do. (Like for example, a rogue just wants to sneak by herself and not get herself involved with anything)
For Birthright. People really need to understand the rules, or the DM will need to hold all values in a spreadsheet. For me, I am pretty certain I spent all the RP and GP needed, but since not everyone understood some of the actions, I feel like I may have been cheated as they didn't spend as much or too much RP/GP, and it is even possible that I haven't spent as much or spent too much RP/GP.
Honestly, a spreadsheet, in which the DM can show us our values, or a google map/drawing in which we can see what's going on in zones would make the game much more interactive. It's hard to play this RTS style game without seeing the map. Using a drawing on google drive, we should be able to easily create the political map as well as list the holding in each section (though possibly time consuming).
I really enjoy both aspects of the game, but I find it really dull when we try to combine it. Like, I have my turns planned out for resources, and then we get bogged into adventure, or I want to do an adventure, but we can't because I or a small party would steal the thunder of the entire group.
It's quite possible that this type of game just isn't ready for the tabletop yet. I could see it easily being done as longer drawn out online turns and stuff, IE, everyone puts in their realm actions for a round, DM tells us what's up, plus on the side, we could perform adventures with the DM. But I think if we keep refining and hit a balance the game can be much more suited for the quicker play of tabletop.
docs.google.com/drawings/d/1r6BctRopN0X7S7TlciishJRNnXi6ysDkO65ghtNm94c/edit?usp=sharing << quick map i started just copy and pasting into a drawing document. Using poly line we can quickly recreate the map, or even just drop symbols and numbers for who owns what where.