Critics Corner Feb 4, 2013 9:57:43 GMT -6
Post by WxMAN on Feb 4, 2013 9:57:43 GMT -6
First encounter was better than 'fine' the area was reasonably interesting (fountain in the middle of the 'town square', 4 main avenues of approach)... Seemed relatively well balanced. The problem you have is one of us is playing one hell of a tank and the other has a minimum damage of 11 pts (and then Uzi is essentially a balance of the two of us)... At this low of level it is hard to make monsters balanced for the squishier members while keeping it a challenge for the melee machines... this situation would be hard for any GM, let alone someone on their first run...
The bennies were definitely a reflection of you
Dragging isn't the word I'd use. If anything it felt a little bit like we were being led by the leash. I know the reasons for how this came about so I'll skip putting those here, but as to how to fix them that's a bit trickier. From my perspective you needed to work on giving the PC's a good reason to do something and have them be empowered to accomplish that goal. Part of the issue that both Rigil and Giger have lamented on is the players have tended to be more passive and let the GM almost force-feed the story to us... There are 'good' and 'bad' reasons the players are doing this but it all results in sometimes feeling like you are the are the Monorail Engineer on the Plot Express...
It is all personally and campaign based as to what is enough and what is too much. ie, if you wanted a campaign feel to be 'scraping by and earning every thing you have' it'd be a lot different than a 'heroic romp through the lands of mooktopia'... Just think of the different feel a typical post apocalyptic game has compared to Dispendables... in one you should be risking your life for a couple bullets and some shitty spam, in the other you are fully stocked with the best money can buy and the only thing that matter is 'accomplishing the mission'... Two different feels for how 'loot' is given
This is a hard campaign to really gauge that stuff in, but so far it seemed fine, especially if things will be harder to find later on.. Worse comes to worse, always under-equip the PC's as it is easier to give then to take away!
This is all about improv, something that takes natural talent and/or a lot of practice.... You haven't had any practice in it so this will come in time
I think it is wayyy too early to say you don't like GMing.. The 'feeling spent' at the end of the night happened to me each night so that may be a constant feeling (old guard agree?)... It didn't help you were already on your last leg from the work
I'd say that is a fair assessment, it is always very difficult to accurately judge ones performance, especially when you know all the times you 'screwed up' that sometimes the players didn't see