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Products / Mistborn Adventure Game / Re: Luthadel - Campaign
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on: January 16, 2012, 06:39:48 PM
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The only part I found intrusive, for reference, was the forced structure. I feel it can interrupt the natural flow of conversation in many cases unless a PC is presenting it as an "agenda" in-game. Or an NPC, but I prefer my NPCs to follow rather than lead if they get pulled into the story like that. The only way I can see the scheme system unfolding properly is to swap between being in character and out of character.
Fair enough. It sounds like more a matter of preference rather than experience, but that's cool by me.
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67
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Products / Mistborn Adventure Game / Re: Luthadel - Campaign
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on: January 16, 2012, 05:17:54 PM
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I'll probably end up trying it, but it just hasn't seemed necessary thus far. I'm used to incorporating player ideas into my campaigns, and never railroad them along a set path, so since it's already happening for the most part I hadn't seen a need to remove it from the roleplay. I'm tempted to try it - just once - to see how they react to adding things to the narrative. They've loved the similar options the system has, such as spending Spirit, but I think this one might be a little too intrusive in the end.
I guess one thing that is nice about Mistborn's approach is that its almost able to be roleplayed by the PCs. The process very much reminds me of the planning meetings that you see in the books. So it doesn't feel all that intrusive to me. But yeah, if they players are giving all that to you in any case and you are responding in kind, then go with the flow.
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68
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Products / Mistborn Adventure Game / Re: Luthadel - Campaign
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on: January 16, 2012, 01:56:41 PM
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Do you mind going more into detail on how the Plan of Action and Scheme stuff worked out? I've left it out from my group for the most part, as it seemed more of a way to get new groups started while we're all vets of other systems, but I'm curious about how your group may have reacted to it. I think the system acts as a way for players to communicate ideas to the GM, though it is useful for new groups too. As such, I suspect it will actually appeal to experienced groups who wish to rely more heavily on player input and tailoring the gaming experience accordingly. On saying that, I think I will probably not use it infull for the first set up, as the players wouldn't necessarily have the direction or information to complete the process. My first set up is likely to be a combination of answers from the GM and some left blank. Akishma's use of plot hooks is a good one.
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73
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Products / Mistborn Adventure Game / Re: Thieves in the Ninth House? Timeline?
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on: January 12, 2012, 02:24:09 PM
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We have a general policy to not discuss release plans until we're pencils down with a project
Fair enough, but I'm putting a game together and an unofficial-I-promise-I-won't-hold-you-to-it best guess about whether or not we'll see it in, say, the next month, would be greatly appreciated. If not, that's fine, I just won't plan for it. It may be worth noting that Thieves in the Ninth House is a one or two session game. It's good but I wouldn't wait to build a campaign around it.
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