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Post by Rigil Kent on Jun 30, 2014 10:34:22 GMT -6
Feedback and thoughts? What can I do better? What did you really like? Dislike? Etc.
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Post by thedefiantbudah on Jun 30, 2014 10:55:07 GMT -6
Enjoying it so far.... just wondering when I'll get to play a npc lol
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Post by Gigermann on Jun 30, 2014 13:55:33 GMT -6
I can't think of anything I'd have done differently. You did a good job of not fixating on any one scene for too long.
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Post by Rigil Kent on Jul 26, 2014 9:16:27 GMT -6
Not especially happy with that session. Everyone was too unfocused (myself included) ... although admittedly, it seemed like more than half of the players were fighting through exhaustion. Will attempt to do better next time.
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Post by LabRat on Jul 28, 2014 11:58:18 GMT -6
I would beat yourself up over it. No campaign can be 100% every time we play. I know I was exhausted, so it was really hard for me to focus. Hopefully though, I won't have any more crazy long days at work. Overall I give the entire campaign so far an A-, just because of the above statement, and the fact that there's always room for improvement. I for one am having a good time and can't wait for the third installment.
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Post by thedefiantbudah on Jul 28, 2014 16:44:26 GMT -6
I'm really enjoying this campaign...I like the way that there are multiple story lines going on but that you're finding ways to involve everyone even if their pc isn't 'active' at that moment
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Post by Rigil Kent on Jan 25, 2016 15:43:22 GMT -6
Three sessions into "Blood Drive" and I'd like to get some feedback if I could. How are we doing? What needs improvement? What is really working? From a player perspective, what would you like see done differently or just show up in general?
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Post by WxMAN on Jan 25, 2016 20:50:58 GMT -6
I'm pretty happy - I'm actually enjoying it more than I thought I would (I was concerned about not knowing the setting etc).
I don't really have any complaints, for good or ill. I'm still feeling my character out in the world so I can't really speak to doing much differently or showing up - I think its been going really well.
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Post by Gigermann on Jan 26, 2016 9:49:26 GMT -6
I like the current direction; nothing I would have done differently, at this point. Mechanically, I'd be trying to hold myself back from using more complex rules for the sake of those that don't care for them—there were a couple of instances, but I can't recall what they were, specifically.
I suppose, since Lee's picked up the Longsword Fighting style, he needs a chance to duel someone. My only other suggestion at this point is one you're already working, that is, to draw out more of Jack's abilities.
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Post by Magman on Jan 27, 2016 20:20:07 GMT -6
If it weren't for my die rolls screwing me over on a regular basis I might have no complaints. Seeing how that is the only down fall, the game is going good.
No other complaints.
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Post by WxMAN on Jan 27, 2016 21:40:25 GMT -6
Maybe Giger's curse has shifted to you?
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Post by Gigermann on Jan 27, 2016 22:25:55 GMT -6
I'm sure it's only temporary
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Post by LabRat on Jan 28, 2016 9:08:49 GMT -6
I'm having a really good time so far. The fact that we almost, kinda, sorta bested a black court vampire is pretty amazing. And I really like where we are right now. Probably the only thing I would suggest is to use Sophia's weirdness magnet a bit more. Its a pretty big disad. so I would assume it would crop up more often than it has. Also I am really impressed with all the work you have done on the obsidian portal site, it looks really good.
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Post by Rigil Kent on Jan 28, 2016 11:37:40 GMT -6
Probably the only thing I would suggest is to use Sophia's weirdness magnet a bit more. Its a pretty big disad. so I would assume it would crop up more often than it has. Yeah, it is one of those disads that sometimes require a tiny bit more on-the-fly creativity than I'm occasionally capable of. To wit, the Black Court vampire will come back at some point (after it finishes recovering from injuries and then hunting down & exterminating every vestige of the Russian mercenary group that kept him in a hole (and by exterminating, I mean the mercs, their immediate families like wives or kids or parents or siblings, then their aunts and uncles and cousins and grandparents.) When it shows back up, it is so going to try to court "Lady Sofia." Because nothing is more terribly inconvenient than a stalker vampire, right? I also was reviewing a big list of Weirdness Magnet events on the GURPS board and, while I don't agree with a lot of their suggestions (too many are beneficial, not enough are flat out weird) but one made me snicker: "Character spontaneously switches minds with another character." I am so going to use that in some fashion, perhaps with the name "SWAP MEET."
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Post by LabRat on Jan 28, 2016 17:25:34 GMT -6
When it shows back up, it is so going to try to court "Lady Sofia." Huh...well that's...aw-fully nice of him. I guess she did resist his mind control thing so maybe he was impressed. Just don't go too Twilight on me and we'll be okay I also was reviewing a big list of Weirdness Magnet events on the GURPS board and, while I don't agree with a lot of their suggestions (too many are beneficial, not enough are flat out weird) but one made me snicker: "Character spontaneously switches minds with another character." I am so going to use that in some fashion, perhaps with the name "SWAP MEET." I agree it is difficult to think up some things on the fly. Mind swap is going to be really trippy. I keep thinking of that one Farscape episode where they wear the little badges with their picture on them
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Post by Rigil Kent on Feb 20, 2016 13:01:54 GMT -6
Recap is online along with the prose epilogue.
Regarding the run itself, I was mostly satisfied, although I will admit to not doing as good a job as I should have in regards to creating a sense of urgency with regards to the chase itself. My original intent was to have the PCs spook DeWitt and then chase her back to OKC, but I never really got that across like I wanted to. No worries there. I also could have done a much better job at clue generation - even at the end, there was a lot of miscommunication on my part as to why the PCs were going where they were.
So, what are your thoughts? What could have been done better? What would you have liked to seen or did see and thought could have been better?
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Post by LabRat on Feb 23, 2016 17:20:58 GMT -6
First, I'm enjoying the hell out of this campaign. It is really, really good. The only thing I could think of that I would like to see done better is something that you already touched on. Sometimes it wasn't as clear in game as to what was going on. I had many instances where I would read the OP adventure log and be like, "Oh so that's why that happened." I think that we just need a bit more in game communication. And I agree to your previous post, something that puts the pressure on us, like a chase scene or a timer for a potentially missed opportunity would be great in this adventure. I think that's all. Keep on, keeping on! You're doing great!
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Post by Rigil Kent on Feb 24, 2016 13:11:56 GMT -6
My original plan for the final chapter was to have an extended Chase through the Nevernever to OKC, but we spent too much time figuring out the conditional rituals thing - that is not an accusation; I was as guilty of not entirely understanding the process as you - so I shelved that because I did not want the session to extend too late. Even though I shelved this then, I'm thinking of reusing it down the road because the idea of the PCs chasing (or being chased) through the Nevernever is one I really like.
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Post by Gigermann on Feb 24, 2016 13:25:02 GMT -6
Even though I shelved this then, I'm thinking of reusing it down the road because the idea of the PCs chasing (or being chased) through the Nevernever is one I really like. I support this plan
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Post by WxMAN on Mar 4, 2016 11:52:52 GMT -6
I think everything is going well. I like the story and you running quite a bit.
As far as critique: I'm a bit concerned though of turning vampires into mooks. The last fight we killed 4 or 5 vampires fairly easily and, at least personally, vampires are like boss-like to me. One is trouble, two is super bad and anymore is dang near certain death. Now we also know about the blood sacks which allows us to hit them and do massive damage much easier.
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Post by Rigil Kent on Mar 4, 2016 12:14:38 GMT -6
As far as critique: I'm a bit concerned though of turning vampires into mooks. The last fight we killed 4 or 5 vampires fairly easily and, at least personally, vampires are like boss-like to me. One is trouble, two is super bad and anymore is dang near certain death. Now we also know about the blood sacks which allows us to hit them and do massive damage much easier. Valid concerns. A couple of things to take into account: - There were 4 vamps in the final fight and 3 of them were under what amounts to mental domination. As a result, they did fight rather stupidly. This was intentional on my part.
- 3 of the 4 vamps in that final fight were new to their vampiric state so they did not know the extent of their capabilities.
- The single vamp that was actually intended to be a threat was dropped due to Giger critically hitting her in the head, so the dice just didn't cooperate for her.
- The 3 lesser vamps weren't even Named Characters, so they were kind of intended to be mooks. Powerful mooks, admittedly, but mooks nonetheless.
That said, I do see your point and will review how things play out in the future. Now that there is some new management in regards to the Red Court types in OKC, some things will probably change...
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Post by Rigil Kent on Mar 5, 2016 17:57:44 GMT -6
Apart from not being a little surprised at how jacked up Mat got - I consistently forget how lethal GURPS can be - I was pretty satisfied with how this session played out. I'm not sure what I would have done differently here...
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Post by WxMAN on Mar 9, 2016 22:30:50 GMT -6
I liked it, I think I'm more willing to have my character die than the GM ;-)
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Post by Rigil Kent on Mar 9, 2016 22:33:27 GMT -6
I liked it, I think I'm more willing to have my character die than the GM ;-) Ha ha ha. Yeah, probably.
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Post by WxMAN on Mar 9, 2016 22:47:48 GMT -6
Mat will have learned to be a bit less cocky and a bit more willing to shoot first and ask questions later
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Post by Rigil Kent on Mar 9, 2016 22:51:05 GMT -6
Well, to be fair, it was kind of Allison's fault. She charged forward first ...
And your "life lesson" presumes that one of the two vampires in the room with him don't eat him first...
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Post by Gigermann on Mar 9, 2016 23:18:37 GMT -6
Less cocky
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Post by LabRat on Mar 10, 2016 9:11:48 GMT -6
Less cocky Maybe not for the immediate moment. He did fail his will check against a sex vampire after all
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Post by Rigil Kent on Apr 9, 2016 7:24:34 GMT -6
So, Volume V: Death Curse is done which marks the end of this run. Now on to the feedback. What did you like? What did you dislike? What would you have liked me to have done differently? What should I have done differently? How can I improve?
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Post by LabRat on Apr 10, 2016 15:40:03 GMT -6
So the fact you have written this yourself is pretty mind boggling. You should be proud of yourself for how nice this campaign is. It is really, really good.
Things I like:
1. The Story. This feels very true to an actual Dresden story. What really impressed me is that time I went back and reread everything while trying to figure out about the Faceless King. Everything fell into place so well, even though its been over a period of two years playing. The fact things from two years ago can give clues to whats going on now shows a high level of GM agency. It's really impressive.
2. GHD spell. I would overall consider the use of that spell a success. It was a really neat mechanic that allowed the players to take some more risk, knowing that they would be okay for the most part. It should have ended when it did. Another week and it would have been too long in the tooth. But overall, it wasn't an easy thing for a GM to do, and we now know that this sort of situation will be successful if done in 3 sessions max.
3. Letting the players help write the story. I can only speak for myself on this, be we had a lot of discussions about Sophia's character on PM, and you really tried to incorporate my ideas into the story so that I could steer my character in a direction that I would be happy with. I appreciate you getting me involved and taking the time to ask me what Sophia would think about this or that, or what her goals or plans are.
Things I like Less:
1. For this ending I felt like the PCs were spectators at their own show. I know writing out Solomon and Bandon were important to you, but their actions majorly trumped anything the players did. I think if one of the them were there, it would have been more balanced, but this victory felt a bit hollow to me.
2. Player-Focused Chapters. It is always good to focus on players goals, but be careful of overshadowing other players. I felt like it was a bit too much of the Sophia Show, which contributed to me calling a lot of the shots. If you are going to shine a spotlight, make sure it doesn't shine too brightly. You can always work in minor plot points that highlights other players so they can contribute to the story.
3. Plot Points/Moments of Clarity. Sometimes connecting the dots was a bit difficult for me. Granted a GM shouldn't hold the players hand, but I struggled a bit with understanding why things happened the way they did (I'll admit it, I STILL don't understand why Mankiller was needed for the final battle...I could make a guess, but I am not confident in answering correctly). I think I've brought this up before, but certain events or decisions weren't made clear to me until after I read the session recap on OP. Then I had my A'HA! moment.
Don't take my criticisms too harshly. Overall, I am digging the hell out of this game, and I can't wait for Chapter 6!
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