Michael W. Ryan:
> We were speculating about this yesterday when I ran a game from just the
> synopsis and the first 3 chapters.
Yes, yes, never mind all that. :) How did the game go? Is running a game with just the three chapters and the synopsis (assuming you have RQ material to draw upon) doable?
I think it is, Michael. I actually ran 2 separate games - one on Saturday, one on Sunday. Very do-able as long as you're not going to get all uptight about knowing all the rules. There's an awful lot of improvisation to cope with. But I'd advise you to give it a go.
I like the AP system, works very well for me. Glad I caugh the explanation of how this actually worked in the mailing list, though, as it's a major failing of the synopsis. Much more interesting than the old RQ combat system, and a gift for players and GMs who like to get descriptive. Particularly as it works for other kinds of contests, too, like Bargaining. Coming up with a High Risk/High AP Bid action for this sort of talk-y action is fun... :) That said, I'll still tend to run a lot of this sort of thing without resorting to dice.
Character generation is *excellent*, but I knew that already as characters were
created in advance. The one thing the players have all found is that there are
plenty of Abilities they would have included in the 100-word description if
only they'd thought more carefully... :) I think I might permit them a re-write
after a session or two.
The toughest thing to me seems to be keeping to 100 words, but I'm prone to
writing reams about my characters (and NPCs).
I imagine this being much less of a problem once you've gone through character
gen once or twice and played a few sessions.
I'm already under pressure to carry on with another episode of one of the two
games. I'll probably be playing again in a couple of weeks' time. Time to go
and write more about the Stormsinger Clan, I think... :)
Regards,
Bruce
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