attriel
22nd January 2010, 11:51 PM
So ...
you're all going to level 7 now (ES, that means you too), because I'm doing double-xp, which was a mechanism used in my old pbp setting to keep things moving at a tolerable pace. I'm not sure if it's necessary here, since this seemed to move pretty fast, but we'll see how it works. In Adventure 2 I'll be doing the doubling as we go instead of at the end, so level will flow more evenly.
Thoughts about how that went?
I know there were long parts of stall, I'm trying to get the time to post at least once a day for a real post. Hopefully we won't see another vanishing act, either.
I noticed one issue, in that I am what I think of as an "organic dm", in terms of I let the players pick their own paths. I'll frequently set out two or three things of interest, which usually have one relevant bit and the rest are filler/fluff for setting or foreshadowing. But I've noticed that that tends to lead to indecision or haring off after a red herring. Which if I were setting traps at the end of the path would be handy for me, but since I just toss these things out to fill out the world ... I don't always plan the alternate paths. So then I either fake it (talking your way out of the first encounter) or railroad you (making you NOT attack the ridiculously overpowerd garrison of undead defenders). So I need to keep that in mind and more clearly mark what isn't "relevant", or give you some way of knowing what doesn't need to be looked at.
How did you like the skill challenges at the end? I was trying various things to make them more functional in PbP, since the round-robin thing frequently doesn't seem like it fits properly in the events. OTOH, that meant that Fia, for instance, got a solo effetively (which I then distributed to the group as a whole anyway, since I didn't give other people solo challenges). Did you like the original round-robins, the tactical round-robin of the escape? The individuals? The separate-but-together centipede rock clearing one?
Anything else? Let me know what you think and what you feel I need to change up
you're all going to level 7 now (ES, that means you too), because I'm doing double-xp, which was a mechanism used in my old pbp setting to keep things moving at a tolerable pace. I'm not sure if it's necessary here, since this seemed to move pretty fast, but we'll see how it works. In Adventure 2 I'll be doing the doubling as we go instead of at the end, so level will flow more evenly.
Thoughts about how that went?
I know there were long parts of stall, I'm trying to get the time to post at least once a day for a real post. Hopefully we won't see another vanishing act, either.
I noticed one issue, in that I am what I think of as an "organic dm", in terms of I let the players pick their own paths. I'll frequently set out two or three things of interest, which usually have one relevant bit and the rest are filler/fluff for setting or foreshadowing. But I've noticed that that tends to lead to indecision or haring off after a red herring. Which if I were setting traps at the end of the path would be handy for me, but since I just toss these things out to fill out the world ... I don't always plan the alternate paths. So then I either fake it (talking your way out of the first encounter) or railroad you (making you NOT attack the ridiculously overpowerd garrison of undead defenders). So I need to keep that in mind and more clearly mark what isn't "relevant", or give you some way of knowing what doesn't need to be looked at.
How did you like the skill challenges at the end? I was trying various things to make them more functional in PbP, since the round-robin thing frequently doesn't seem like it fits properly in the events. OTOH, that meant that Fia, for instance, got a solo effetively (which I then distributed to the group as a whole anyway, since I didn't give other people solo challenges). Did you like the original round-robins, the tactical round-robin of the escape? The individuals? The separate-but-together centipede rock clearing one?
Anything else? Let me know what you think and what you feel I need to change up