Swords of Darkmoon Vale (Inactive)

Game Master Asmodeus

This campaign will deal with the exploration of Darkmoon Vale and the dangers found within.

A trial run for PbP gaming, it may be expanded into further supporting material if there is interest.


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Always. Be. Pushing.

As D is the only person who was flagged as not having access to the battle map (hopefully he can see it), a single move action puts Chern flanking Rengus the Butcher with Balder Crimsonsong if he'd like.


Always. Be. Pushing.

Experimenting with the round recap structure a bit. Do you prefer the rolls embedded in the narrative or pure narrative with the rolls behind the DM Screen Rolls spoiler?


I prefer the new structure. I think it makes it a little more clear where we are at. Round updates in the middle of rounds was making me a little unclear, had my turn come or gone, was it a new round. This gives a much clearer picture of how events are falling out.


Male Human Skald 1 | 14/14 hp | AC 17, T11, F11 | Saves F+4, R+1, W+2 Ini-+1 percp-+4
DM_Darkmoon wrote:
As D is the only person who was flagged as not having access to the battle map (hopefully he can see it), a single move action puts Chern flanking Rengus the Butcher with Balder Crimsonsong if he'd like.

i cant see it either.


Always. Be. Pushing.
Balder Crimsonsong wrote:
DM_Darkmoon wrote:
As D is the only person who was flagged as not having access to the battle map (hopefully he can see it), a single move action puts Chern flanking Rengus the Butcher with Balder Crimsonsong if he'd like.
i cant see it either.

You don't have gmail?


Always. Be. Pushing.

So the adventure is over and you have triumphed.

I'd love an honest review of how you found this format. Is this something you'd like to see more of? Was it a failed experiment?

Do you want me to carrty on with more adventures in Darkmoon Vale?


I actually really enjoyed the format, and would like to continue. You started this to showcase all teh adventures you have that we never get to, so it totally succeeded in that respect. This format also allows us to actually have more a pure RPG format without worrying about hurting anyone's feelings. That said, Dakkar would not adventure with either Orderic or Balder again. If we are to continue I think we should create a new party.


First of all I like the PBP format for the most part. The two different threads for ooh and gameplay are good, and the campaign info stuff. It's just the right amount of info, not too much or little. I feel that the only format issue is in combat. I like the way you did things at the end, and found that up till that point mid round updates caused more confusion than they are worth.

I still don't think that players should move themselves on the map. We post out of order, and if we move out of order it confuses things. But it's better to have the confusing map than no map.

Roleplaying aspects are good, but we still have "the Falco conundrum" (no offence intended D) - that is to say the "why would i adventure" attitude still exists. Fleshing out a character so far that it doesn't make sense for him to go slay the dragon. I am as guilty of that as anyone this time, my character doesn't care about a lot of s~*#. Ironically that makes other roleplaying issues inconsequential to me.

I think the early challenges of over reading things and using out of game knowledge improved along the way. In the beginning there was a lot of that meta-gaming, and that caused problems throughout, but it was all based on the early meta-gaming I feel like if people were reading the spoilers later, they were able to keep it to themselves. lol

Overall the adventure was good. The final battle was a little too fats on the heels of the earlier one, and seemed a little unnecessary, like it was just put in to make sure we got to second level by the end.

All this seems like a lot of criticism, but that's just because I'm trying to think of anything that I see as having room for improvement. Again I say, I really liked the game overall. RP aspects are good, and the ability to use hypertext codes to separate ooc stuff from in game stuff, we certainly need that.

in game mechanisms for dice, also great - and the message boards are a good way to see the flow of the story.


Always. Be. Pushing.
B2 wrote:
I actually really enjoyed the format, and would like to continue. You started this to showcase all teh adventures you have that we never get to, so it totally succeeded in that respect. This format also allows us to actually have more a pure RPG format without worrying about hurting anyone's feelings. That said, Dakkar would not adventure with either Orderic or Balder again. If we are to continue I think we should create a new party.

That's a huge red flag. If people are ruining the game for others, I agree that they have to adjust or go. Some of the posts had me scratching my head for sure.

Balder, being a skald, is a blend of barbarian + bard and has an entire main schtick of empowering others in battle. So he presses for battle a lot. Warrior poet with the emphasis on the warrior. Also, Jesse, who embraces a headfirst playing style that often gets him into trouble.

Orderic had some interesting backstory bits that ended up as wasted opportunities as they never came out in the game. Why does he have red eyes? Why didn't he use his backstory to try to strike some fear into the bandits? Why didn't he embrace the group? Missed opportunities all around for what could have been an awesome party.


I'm also trying to decide whether this format would be better for "One shot" games where you get to try different classes and races in a short term format, or for long term campaigns with an information tab to remind you of things. I loved the campaign info tab, BTW.


Always. Be. Pushing.
Shutterwasp wrote:

First of all I like the PBP format for the most part. The two different threads for ooh and gameplay are good, and the campaign info stuff. It's just the right amount of info, not too much or little. I feel that the only format issue is in combat. I like the way you did things at the end, and found that up till that point mid round updates caused more confusion than they are worth.

I still don't think that players should move themselves on the map. We post out of order, and if we move out of order it confuses things. But it's better to have the confusing map than no map.

Roleplaying aspects are good, but we still have "the Falco conundrum" (no offence intended D) - that is to say the "why would i adventure" attitude still exists. Fleshing out a character so far that it doesn't make sense for him to go slay the dragon. I am as guilty of that as anyone this time, my character doesn't care about a lot of s!~!. Ironically that makes other roleplaying issues inconsequential to me.

I think the early challenges of over reading things and using out of game knowledge improved along the way. In the beginning there was a lot of that meta-gaming, and that caused problems throughout, but it was all based on the early meta-gaming I feel like if people were reading the spoilers later, they were able to keep it to themselves. lol

Overall the adventure was good. The final battle was a little too fats on the heels of the earlier one, and seemed a little unnecessary, like it was just put in to make sure we got to second level by the end.

All this seems like a lot of criticism, but that's just because I'm trying to think of anything that I see as having room for improvement. Again I say, I really liked the game overall. RP aspects are good, and the ability to use hypertext codes to separate ooc stuff from in game stuff, we certainly need that.

in game mechanisms for dice, also great - and the message boards are a good way to see the flow of the story.

Thanks for your input, Rich.

My thoughts on the matter are as follows.

I will do the latter style combat updates from now on with the dice rolls right out in the open and not behind a DM Screen Rolls spoiler. It's more gamist that way, but if it's clearer, so be it. It's easier too. All those tags take time.

I have no issue with players moving their characters on the map if it is their turn for action. No moving Emrys on 5 when Chern just posted his actions on 14, for example. I will revert to a theatre of the mind format with descfibes distances and so on if this proves to be problematic. I break the round updates up into two or three groups, that way not too much has happened that later characters can't adjust to any changing circumstances.

My expectation as DM, sorry, GM in Pathfinder parlance, is that any character you make is an adventurer. Not a swordsman. Not a wizard. Not a cleric. An explorer. To boldly go and all that. To find out what's there. To stop evil. To be amazed. To learn about the world they live in. Anyone who makes up a character without the drive to actually adventure is playing the wrong game and missing the point entirely.

I chalk the next point up to us being new to Spoiler tags and being nosy. People grasped the concept better as the game went on, so I feel this will be less of an issue in the future. I can't keep you from reading spoilers but you are taking away from the other players by doing so. They made the choices that earn them those spoilers. You'll get your spoilers too as rewards for the choices you made.

Orderic's explorations of the ruined monastery hit several key areas but missed several others due to lack of light sources and his rules that prevent him from geting into obvious danger. As a result, you missed a few encounters and were coming up short for second level. Hence, an encounter with bandits to get you there and potentially set up a minor villain in Rengus the Butcher. Totally tacked on. You got me there.

I'm glad you largely liked it. Brian did too. I'd like to continue with the next adventure ASAP as soon as I hear from Jesse, Kevin, and Daryl.


Always. Be. Pushing.
B2 wrote:
I'm also trying to decide whether this format would be better for "One shot" games where you get to try different classes and races in a short term format, or for long term campaigns with an information tab to remind you of things. I loved the campaign info tab, BTW.

Me too. Everything under one tab. Yes please!


Yeah, I could do this again.

As for the 'Falco' thing, lets remember, that Falco does not say no to adventure, he says no to unnecessary side-treks from the 'main' adventure.

----

This next part applies to both the Emerald skies game, and any other one;

I really think people need to get over themselves and their fancy backgrounds that are hush hush, and supposed to be some big surprise... news flash everybody; Nobody cares.
If you keep some weird secret, don't expect me to try prying it out of you, and I don't expect others to delve into my own backgrounds either.

If I can't be bothered to share, I shouldn't be surprised when my character dies with nobody knowing my great character history, or giving a crap about it either.
If you've got secrets, either 'push' them yourself, or don't bother with them in the first place. And don't expect Luke to make use of them before you die either, as it might not be feasible.

I'm referring to pretty much every character by the way. Anton, Jotun, exiled dwarf prince, pretty well all of the first class died with a bunch of motivations and histories completely unknown by anybody else but Luke, and maybe one other person. And when they died, their character histories and adventure links died with them.

This is the main reason I suggested using a character tree, so people could develop an internalized history that can survive the passing of a character... but everybody appears to be using them as just another character to play, heck, half of you didn't even make them yet. Even if I die on another plane of existence, I'm ready to rock, don't need to waste time coming up with a new character.

Hope I don't sound like a dick, saying this, is not my intent.

In closing, parties should start off knowing each other, not just one character link either. A brief history, then we take turns suggesting how we all know each other. If a new character has to join, we try and figure out how we might already know each other, or if not possible, the newcomer needs to 'push' a reason for the others to welcome them in. Not just role play it either... OOC discussion ahead of time.


I agree. Dakkar and Chern being cousins lent legitimacy and made it WAY easier to get everyone together.


Indeed, even though both were sort of polar opposites, the fact that they were cousins meant Chern often backed Dakkar's plays, and vice-versa.


Always. Be. Pushing.
B2 wrote:
I agree. Dakkar and Chern being cousins lent legitimacy and made it WAY easier to get everyone together.

D is spot on. Seconded....or rather thirded. Party cohesion is the foundation of everything.

That said, I WANT people to invest in backgrounds for their characters. To have goals. To be people and not just cardboard game constructs of numbers and things that modify those numbers.

I can't promise I'll get to use as much of those backgrounds as we'd all like but having them and not needing them is better than needing them and not having them.

Deaths happen. Your characters are in dangerous situations constantly pretty much. Sometimes it's just your time and the dice go cold or you get in over your head.


Always. Be. Pushing.
Dig Dug wrote:
Indeed, even though both were sort of polar opposites, the fact that they were cousins meant Chern often backed Dakkar's plays, and vice-versa.

I feel if everyone just backed each others plays all the time the game would have avoided the rough patches we discovered.


Yeah....except no. Because we were cousins I would back his play. I would not blindly back the plays of someone I just met. That would be ignoring rp for the sake of party cohesion.


You can't back everyone's plays, because you can't believe in everyone's plays. Brian decided he wanted to make the bandits run away because we are carrying a vital cure. Good motivation, good plan.

Jesse wants to crush evil doers and bandits, they are bad guys. Good motivation, but now it's a contradictory plan.

Kevin doesn't care for good and evil, but why risk your life when you don't have to, I mean they are people no different than us, makes sense, but oh wait,, also a contradiction.

no one has a bad idea, but no one has the same idea. and that was the ideal scenario. the contradictions and circumstances get a lot worse.

I stopped making convoluted backgrounds ages ago, death ruins all plans. But I have been saying for ages that all the secretive stuff should be done away with and we should simply role-play.


oh, and also on the topic of what comes next - If we are not doing something with these characters then it should be tree characters from the emerald sky, otherwise we are just churning out more and more characters we won't care about. Not my cup of tea.


Always. Be. Pushing.

Ok, so now it comes down to it.

I'd like to keep exploring Darkmoon Vale if we can. There are about three or four modules and several Pathfinder Society Scenarios that, when taken together, create a mini-campaign that sees you to level 7-8. If whoever of Kevin and Jesse want to make up new characters we can do that starting today.

We started Hollow's Last Hope on February 15th, and ended on March 15th.
That month went fast.

D's comment on the tree is correct as well, there are noticable gaps in it. Everyone should have two alternates fully ready to go.


DM_Darkmoon wrote:


If whoever of Kevin and Jesse want to make up new characters we can do that starting today.

?


That should be left to the parties involved to make that kind of statement. Everything else is hearesay and rumor. I was also petitioning for a full party swap.


Always. Be. Pushing.

True. Missed that part.


B2 wrote:
That should be left to the parties involved to make that kind of statement. Everything else is hearesay and rumor. I was also petitioning for a full party swap.

For now I'm really not interested in playing so many different characters, I'd like the time to really develop one. I'd like to play Emrys, or I could play a weasel with an autistic wizard familiar.


I'm good for keeping these guys, or making new ones. Not as interested in using the tree characters, as they are supposed to be in support of each other character in the tree, not off doing their own thing...


Dig Dug wrote:
I'm good for keeping these guys, or making new ones. Not as interested in using the tree characters, as they are supposed to be in support of each other character in the tree, not off doing their own thing...

Darryl has a good point here, our backups are just that. backups.

we have to have a character that can come in and replace from the main storyline. if we RP our backups than that puts them somewhere doing their own thing. this would mean we'd have to have backups for our backups for both our main character and our backup? that'd mean six characters in a tree at ay given time all linked together? whatd that mean for leveling?
no thanks.

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