One campaign current and one I want to get back to, but the same players are in both and time is limited. The one we are in is Giantslayer. First book done and in the middle of Act1 for the second. We are on hiatus until I transfer the game from actual table to Foundry VTT. We have missed soooo many game sessions that could have been if we had VTT instead, so I am taking the dive.
I'll add the pooka. Had a great storyline in one campaign revolving around one that used her pooka dust as an intoxicant at what amounts to a nightclub; and her being targeted by a serial killer who collects the heads of assorted fey. Having this tiny, fearful, bunny-girl pleading with the PC's for help was so memorable.. Regarding the akata... first time I saw artwork on one, it was clutching an iconic in it tentacle mane, and I thought that was an awesome extra attack, to grapple and take off with a foe. But nothing in their write-up justified the art depiction. If I were to run akata's, I would up their CR and give them that ability for sure. Starfinder sure pumped them up and made them VERY DEADLY.
I have used the Negative-Energy Charged Creature applied to intelligent undead and it was particularly devastating...
Ack the Fantasikal (spelled that way) A goblin sorcerer (aberrant bloodline) firmly convinced pretty much everyone either IS his friend or should want be his friend. When "the party" first got together, Ack presumptively started introducing his new friends to all they met as, "The Friends of Ack." The party accepted this innocently enough, not realizing in Ack's mind.. he must now be their leader, because the party is named after... him. Cue Ack the Fantasikal arbitrarily declaring either overly simple, overly complex, or almost impossible to execute plans for various party actions, encounters and decisionmaking with his lower than average intelligence and lack of related wisdom. Yep... Ack is prone to making ill-timed, bad or rash deductions, assumptions & decisions. To balance this out in gameplay so the party does not get prematurely wiped out, I play him also pretty easily manipulated into alternate courses of actions by his group of trusted friends. He sees it as weighing their input and then seeing their plan as best. About the worst thing Ack could imagine is a friend deciding NOT to be a friend anymore.
I did up a mesmerist for a game of Strange Aeons that we never ended up playing. Liked the concept so much I used the class as a gang leader BBEG the party had to track down and get rid of. I set him at 7th level. After the build up of speaking to NPCs and "former" gang members to gain info, the party (all 5th level) was terrified, not knowing exactly what this enemy was. But they were determined. Even though he was a solo encounter (no minions), two of the four PC's were down and out of the fight before he was defeated. He very nearly got away. I still have a soft spot for mesmerists, even though others might be more optimized.
Same as SunKing. Check every day. There is also such a rich 1e thread history to search through to find answers... I don't do social media, never have. So anything on reddit/others I stumble onto with browser searches for info on occasion, but cannot speak to how more active any of those mediums might be in comparison.
For regular play - yes, avoid piecemeal. BUT I would prefer the piecemeal approach for certain RPG applications that make sense, like playing in a Dark Sun-type setting where metal is extremely rare, and heavier or more "complete" armor coverings would be far more fatiguing due to environment creating it's own issues of "choices have consequences."
Senko wrote: ...ruins the world immersion for me when a pile of gold just poofs out of existence without explanation. It does not "poof" out of existence unless your GM makes it do that. Different tables and GM's explain it different ways depending on the FOCUS of their interest in the different aspects of the game, or the world, or the economy in general. In my own minds eye, if the GM does not want to spell it out, I assume I am spending gold on divergent rare and exotic components that are consumed in the process to make the ring. So in the case of the ring, that 10,000gp is going to various suppliers, vendors, contractors who charge that much for the rarity of the components required to consumed in the many-days-long ritual to produce said ring. Paizo is not going to spell out the exact ritual and component items with attendant costs to manufacture every single wondrous item. That is something for the players and GM to decide if it is worth their interest and sense of world immersion to figure out. I am not berating you at all - When I play a crafting PC, I do make up my own rare and exotic components and costs for each and spell out the ritual step by step, because it interests me and sparks creativity. But other players and the GM may not give a rat's @$$, have the time, energy or inclination to care about that part of the game. For gloves = Specially coated silver thread, magical beast skins that must be treated and cured in a unique tanning solution, cut to shape with a mithral blade, and sewn up to shape over the smoke of rare incense while repeating the incantation. Then branding the runes on the cuff using fire from wood that has to have been struck by lighting and a cold iron branding iron... every bit of which is consumed/wrecked in the process as its special properties are leeched into the gloves so it counts as a "one-time-cost" to finally make the magic gloves.
Merellin, how many combats in your games have taken place indoors in a specifically dog-friendly establishment where the presence of said dog made the difference between victory and defeat for the party? Wanting to know for a friend... Think maybe too much decision-making weight is being given to that .05% chance in any given campaign. And for my own suggestion - the Giant Chicken... yea, it's odd. But the iconics, NPC's and PC's all have what we might think of as odd and unique things, it what sets them apart for story-purposes.
Oh, gawd... the Shattered Star AP, first book. The PC's were convinced a named ("Zargathy?" I believe) unstated NPC was behind serious nefarious deeds. To the point of kidnapping him from a crowded, carnival-type setting and spiriting him away for questioning, "at an undisclosed location." It got roleplayed out to the point where they realized their error and handed him a bunch of gold and taught him magic (a single cantrip) to buy off his not calling the guard on them. I leveraged that into him eventually becoming a full-on wizard for later side-shenanigans in the AP as recurring thorn in their side. The AP had him as relatively cooperative so long as the PC's meet ome of his needs, he became untrustworthy and traitorous due to their suspicions and actions...
I'll stick to the narrow-band RPG-related application of the OP. Both Players and GM's can easily pick out what IRL cultures/peoples/nations/kingdoms/regions that the fantasy authors are using in the various published RPG settings. If player and GM are voluntarily playing in that published setting, it is disingenuous at the least to cry foul and demand changes. Play in a homebrew world more to your liking & instead choose to be happy.
Party of four @ 3rd; Alchemist, Sorcerer, Fighter, Cleric. DM has been running us on published materials - not an AP, but not homebrew. Every single encounter 1 or 2 of us goes down hard - unconscious and dying. Not just BBEG fights, every fight. I thought at first maybe because we are new to 2e and don't have the hang of it, but it's been a couple dozen sessions, DM and all players are 15yr+ vet RPGers (30yr in my case.) Even going overboard stocking up and pre-buffing resources, same outcome -- just more broke and unable to replenish those resources for the next time. To the point where after every encounter we have to limp back to recover or face the next enemy with only cantrips and one remaining spell.
I happen to be playing an Ectoplasmic bloodline Sorcerer in a play-by-post and my starting concept was very similar; focusing on gooey, muddy, messy spells. Bloodline ability is slinging an ectoplasmic ball of goo that acts as a tanglefoot bag (a "lesser" version that has a fairly quick expiration, 1d4 rounds) spells available at lower levels would be mudball, web bolt, adhesive spittle, adhesive blood, ectoplasmic snare, glue seal, grease, mud buddy, web shelter. Another PC I played up to 8th level before the campaign ended was "Dag of the Dirt" a dwarf druid that focused his worship on elemental earth - dirt and stone. With a huge fear of water (could not swim and rolled around in dirt baths.) When it came time to deal with animals and plants, he'd insist he aint that kind of druid.
Ace Pilot/Operative lvl 1 | HP:10/10 | Init+3 | EAC:14 KAC:15 | F+0 / R+5 / W+3 | R:4/4 Human
"Yes, well, who knows how long we'd be waiting on his departure, or even if a few drinks are part of his routine," Erlich finishes up the questionnaire, "perhaps we'll find out." He sits and awaits his turn quietly. When called, he goes where escorted and upon meeting the doctor, speaks evenly to the doctor, "You are Doctor Orli, yes? I enquired about payment for your time on this consult, I do not wish to take any of it up without due compensation, but never really received an answer on that. I eventually will be wanting upgrades, but my interests right now lie elsewhere, with a pirate I have heard victimized you... Dasan." Erlich sits down, remaining calm and at ease in his monologue, "I do not wish to intrude on any privacy, and your tale will be held in complete confidence, so fear not. I belong to a party of freelancers that will be going after Dasan, and we wish to glean as much information about this monster as possible to best prepare ourselves. Could you enlighten me with any observations you made leading up to, and while in his clutches?" If the doctor does not get specific about certain points, Erlich will gently press for particulars: "At any point were you able to get a visual on his vessel? Are you at all familiar with the class and is there anything unusual about any modifications that stands out?" "We appreciate your patience with us, and have just one more question, and will take no more of your time. Ho would you describe his personality? Anything stand out about how he handled himself or his subordinates that could be useful to us? Quirks, tics? Any indication of internal strife among them?" "I thank you for your assistance and bid you good day, as mentioned, this is all under strict confidence." Erlich gets up to leave, and glancing at Harukai, asks as they are departing, "Perhaps we could meet after hours and host you for drinks, maybe discuss in a less formal setting, so long as you are comfortable with that."
Ace Pilot/Operative lvl 1 | HP:10/10 | Init+3 | EAC:14 KAC:15 | F+0 / R+5 / W+3 | R:4/4 Human
Erlich transfers his credits to the pot and joins the party at the tavern, staying mostly silent until the barfight breaks out... jk Not much for the fizzy drinks, he sticks to distilled juice. Siding up to Haruki as he looks through the datapad, until it dawns on him he has his own, and gives the aesthetic his personal space back to mirror what Haruki is scrolling through. "I would champion a milk run for our fist time out, test the lady and ensure all is well, but, you know... fortune favors the bold, and you know what, my friend, that is a bold plan with not a whole lot of risk, truth be told. You got my vote. One last thing we need to figure out before we go further," Erlich looks over his new mates seriously, "A ship needs a captain. Figuring out missions by committee and vote is just and appropriate, but before we are faced with a perilous unknown or combat, we need to agree ahead of time who is final arbiter for the good of the ship and crew." Under SF rules, the captain has their own phase in combat and can influence the rolled-for outcome of other's actions, providing bonuses (or, if the captain fails their check, penalties.)
I had a bad gaming experience with a GM that waited until level 5 and employed his own personal view of the usefulness of undead as slave labor into the campaign; one of the players was a Cleric of Pharasa, and my character was LG. Neither of us could figure a way to justify our PC's acceptance and continuation with the adventure when wholesale skeletal and zombie labor were enthusiastically promoted by the GM and employed by the rest of the party as part of the multi-session campaign scouting, pacifying local tribes, and building a needed trade road. The campaign fell apart for us two players at that point, as neither of our PC's would stand for it, and both walked away from the "mission."
(is this REALLY thread Necro if you are just starting?) Looks like our start is 3/7. Imago - Half-drow Magus from Korvosa, out to sign on Roderick Garth for a one-year stint writing and directing performances in Korvosa.
Regnog: Half-orc Barbarian, more or less a native of Trunau and looking to make a name for himself.
The second-oldest of Halgra's children Darphus - Dwarf Fighter & Neba - Dwarf Cleric, cousins from Janderhoff who feel called by destiny to Trunau (feeling the weight of responsibility for tens of thousands of possible deaths if they do not make the journey.)
You know, your podcast is so popular and listened to that I've had to make major adjustments to many of the NPC's and baddies in Giantslayer in prep of our game starting next month; too much opportunity for meta by the players. Not a real criticism, an observation.
Believe it or not, I stumbled onto G.C.P. first through the YouTube live recordings of Strange Aeons; then was VERY upset to see there were only nine episodes (at that time.) You guys rock.
Whenever I play a caster, I build towards the eventuality of crafting and enjoy researching and coming up with exotic rituals and materials to give more "umph" and story to what others may consider boring or handwaving with a die roll. One of the sandbox games I am GMing right now I have encouraged all manner of crafting. The party wizard has embraced weaving the themes of the ongoing story into the items he makes for the others. The Alchemist and he plan to make constructs when they get level-appropriate for the attempt, something neither player has had the opportunity to try in their combined 25+ years of RPG's. Important only in that it enhances the fun for all at the table. Not vital.
Was intro'd to AD&D2e as my first delve into RPG's in 1983. I was hooked and not long after started DMing and was the go-to GM for many years after. Being in the USMC at the time, moving around, groups came and went, and I intro'd quite a few to the game over my service time. Never moved to 3.5 or 4. Stopped playing around 1992, the desire came back around 2013, started looking for a game and group at FLGS and they introduced me to PF. Never looked back. The level of detail in the options and mechanics without being burdensome in play scratches an itch for my preferred style for RPG's. The "smoothing over" effect that the 5e and PF2 ruleset has sorta leaves that need unfilled. But I value the groups I play RPG's with more than the ruleset we play. I participate in those other games, but won't invest resources in them and don't think I'll ever GM them.
I never dip or multiclass unless there is a story reason for it, I like to travel where the unfolding tale leads me... as a result, I NEVER theory-craft or plan my current PC's past the next level, and even then, remain flexible. I cringe when I encounter players dip or multiclass for mechanical reasons only, with no story-based reason for a sudden change in focus beyond, "I want this ability/feature."
Everything is about choices. If your intention as a player is to invest in and exploit SoH, just be honest with the GM and let them know at the start of the PC build and find out how the Gm intends to rule it -- what modifiers or interpretations they plan to use in-game for "balance." Your impression of stealing an item while invisible and hiding it in your cloak to walk away even if detected may be hit with a GM interpretation that stealing is an "attack" and you turn visible, or that things you pick up AFTER turning invisible, do not themselves turn invisible in your hands (even if under your cloak.) Find out the specifics ahead of time so you all can have a great time. BTW, 35yrs of RPG AD&D & PF and never once experienced a GM that would even consider the, "put it under the cloak while invisible makes it invisible also," option.
Meirril - so what you are saying is that it's not your cup of tea. Which is fine. It is a different kind of game, not high-adventure. RPG's are big tent, room for many styles and players and all that. If you want to host one on the boards here or over an online source, count me in, Jhaosmire. I would love the challenge of starting as a 0-lvl commoner with a 10pt buy and see what happens as I struggle to make something of myself. And if an event that is, "fly in the ointment," occurs that eventually dominoes my demise over the course of in-game months... well, that is actually kinda IRL cool. Struggling against the odds all those months to try and bounce back & thrive, or will it be the poor house and starvation? No different really than a PC death in a high-adventure RPG, just takes longer and has its own drama. The Downtime Rules that the OP is suggesting just takes the type of players that would embrace this kind of game -- it's all about managing expectations. Perhaps eventually if they survive and become something, it will evolve into a regular PF game of high adventure with a seriously LEGIT backstory for the PC's, instead of one revolving around the mechanics the player desires at PC creation.
I am a DM, I have a general outline of where I'd like to se the party go and what they will accomplish. I set the world and the rules so that the methodology of how they get there is up to them. Along the way, the goal may evolve through influence by player input, but more often than not, I have found I have loftier pinnacles planned for them than they themselves imagined.
I did a LOT of reading on the Egyptian mythos and their ancient religious philosophy to get into the mood for Mummy's Mask, and your milage may vary, but this is the way I brought the "old gods" to the table: The old gods are the pantheon of the Osirion people only. Patron dieties, if you will. Their concern, influence and rituals were for the Osirion people only. Far back in ancient times, they walked among the Osirion people, becoming powerful enough that they eventually rose to the pantheon they became. As the centuries progressed, the fortunes of Osirion rose and fell, and with each invasion by outside empires came that foreign empire's desire to wipe out the worship of uniquely Osirion gods and fold the conquored people into their worship. Temples & shrines were desecrated, icons stolen, broken or vandalized. This occurred over and over for many generations, to the point where now, most know of the old gods but very few actually worship them. Those that do worship recognize the full pantheon, they do not pick one god, unless they are a priest/ess. The pantheon is not as linear as other faiths; it is absolutely appropriate and suitable for a cleric of Maat to pray and give sacrifice to Isis for the healthy birth of her unborn child, for that is the realm of influence for Isis. **Sorry, the Jistka Imperium never really came up as a thing of interest by the players to be sorted out, so I didn't.
Witch 2 | HP 9/9 | Fort +1 Ref +2 Will +4 | AC12 T12 FF10 | Percep +1 | Init +3
Oalin looks at all that is happening, perplexed for a moment then, "gets it." "Mor, you have to stop them from shooting Daren." Oalin bucks up and sounds off loudly to all, "That's Daren, he's no arsonist. He can't be the one setting fires, we just got here. Daren is a fierce warrior, I've seen him drenched in blood, suffering many wounds and still taking on foes... if he wanted you dead in there, he could have done it, so... well, that proves... well, he didn't, and he could have and then escaped, but he didn't."
Dervin Oskander
BACKGROUND:
Dervin was raised well-to-do, the only child of the owners of one of only two mills in the Nirmathan border city of Skeldt. Dervin never showed an abundance of good decision making growing up, but was quick on his feet to run when trouble came up, and always seemed to have the right words on his tongue to charm or cajole others into giving him what he wanted. Dervin never really wanted for anything, and was thus convinced his was a charmed life, that he was destined for greatness.
The needs of the Nirmathan war for independence from Molthune eventually reached as far as the folk of Skeldt, and Dervin’s father geared up and left for war, tussling his son’s curly blonde hair as he departed. Not long after, some wounded veterans came rolling in, trying to pick up the pieces of their lives now that they could no longer serve. Dervin hung on their every tale, longing for the day he came of age and could start his own famous life. His mother, in the meantime, tried her best running the mill, and soon forced young Dervin to help out; managing the place and the workers was a task quite beyond her meager homemaker abilities. Dervin bucked and chaffed at his duties, felt it demeaning to have to work at something, and instead daydreamed of glory, and sought an escape whenever possible to hear the veterans talk. The year before Dervin’s maturity by Nirmathan standards, bad news came to Skeldt. Dervin’s father had died in one of the last engagements of the war. His mother wailed in misery. But all Dervin could focus on was the fates robbing him of his chance to make his mark as a war hero. Embittered, Dervin soon treated those veterans he idolized before with barely concealed, rude jealousy. The days marched on, and Dervin's distraction with not putting a full effort behind his work, his shortcuts and inattention to detail caused his overworked mother to have take on more and more responsibilities with the mill, which leds to her accidental death. Not recognizing his own measure of guilt in that, she was barely in the ground when Dervin sold the mill and used the resulting substantial amount to leave, bribing his way into the Korvosan Academae through a contact that visited Skeldt, Tamalius Arkona, son of Glorio Arkona, one of the best-connected families in the large city. Dervin had determined that since he could not come to fame as a war hero, instead he would learn magic, and buying his way into the Korvosan Academae was just logical. It was the closest and most famous place to learn; his life was charmed and he had always been able to get by on his smooth tongue. The gold were all he needed to get his life rolling. Turns out it was all a scheme concocted by Tamalius to rob Dervin. Tamalius knew Dervin would NEVER make it. Oh yes, Dervin was enrolled. And quickly kicked out on his ass HARD after less than a month. He was barely able to figure out one cantrip during that time. In his typical deluded overconfidence, Dervin mistakenly thought he could overcome with words the approach, attitude, discipline and dedication required to master the arcane arts in a formal setting. Beaten, kicked out and humiliated, Dervin found his bought-and-paid-for sponsor suddenly wanted nothing to do with him. Dervin quickly discovered that in Korvosa, the respect & standing he thought his coin bought him was merely a temporary farce to part him of that same coin. Almost penniless, with no friends, no desire to get back to Skeldt even if he wanted to, Dervin plied the Korvosan Shingles and streets, it’s alleys and rooftops, earning, stealing, scraping together what he could by guise, hook or crook. He found temporary respite in his woes with Esla Dollinger, a trollop that he felt was as convinced as he was that Dervin was destined for greatness. Familiar tragedy for Dervin, as she went missing for a week and was found dead. Dervin was taken to ID the body only to discover a gift he had given her, a memento she always wore was missing. Dervin was slow to recover, but with Esla's friend Gingi prodding, he located the (now twice) stolen ring in a barter shop. Some smooth talking with the keeper found its placement there was connected to Gaedren Lamm, a fairly notable underworld power. Dervin has two on his list now, Tamalius Arkona and this Gaedren Lamm. In his typical rash and overconfident manner, Dervin starts seeking out this Mr. Lamm for revenge... FIVE POINTS:
1 Convinced of his own greatness. 2 Blames others and the fates instead of his own actions. 3 Despite showing outward pride, secretly digs through mud for coppers. 4 Holds grudges. 5 Gave up on any family connection. TWO GOALS:
1 Epiphany that one must work for what one wants. 2 Epiphany that happiness is a decision, not a condition to strive to achieve. TWO SECRETS:
1 The ring he gave Esla Dollinger was actually stolen from an instructor at the Academae while Dervin was being beaten by that same instructor. 2 The reports of his father’s death are wrong, his father was wounded and is amnesiac, may eventually recover. TIED TO THE PC:
1 Tephastus Killgore (Enemy. Academae Instructor who kicked Dervin out after beating him severely, who wonders where that ring went...) 2 Gingi Doorsa (Honor. Room mate and best friend of the late Esla, she is manipulative and guilt-tripping Dervin into finding Esla’s murderer.) 3 Klaathaan (Sorta Enemy. An imp Dervin bumped into on the rooftops in the Shingles, Klaathaan took an immediate dislike and cause Dervin to plummet, with only dumb luck saving his life in the fall. Dervin does not realize it, but the imp is treating finding Dervin like a hide and seek game, hoping to run into him on the roofs again for more fun.) 4 Tamalius Arkona (Revenge. Dervin blames Tamalius for his social and financial downfall since arriving at Korvosa. Tamalius probably would not recognize Dervin if he ever saw him again.) FLAWS:
1 Prone to poor decisions. 2 Not willing to work hard/seeks shortcuts. 3 Practically ignored his mother’s needs after his father left for war. FEARS: Dervin really is an almost heartless coward that yearns to be famous and adored by the public, his biggest fear is to die without anyone knowing who he was, to shake his mortal coil anonymously, alone, in the dark, forgotten by all..
What features were added? I can see the things that went away, and what is slower, and more difficult, what takes more effort to find now, but where is the ROI? I never saw one thread from posters thinking the site was broken or hinting they thought it was held together with, "spit and baling wire." Granted, I do not cruise EVERY thread and subject, but again -- never saw ANY complaints, much less a dearth of complaints. I get people worked hard to do this, I am not dismissing their effort; bugs can be fixed and in time things will level-off. But what has IMPROVED by this change (other than just saying, "the old site was broken?") Is there a thread on that? Can someone point it out?
What features were added? I can tell the things that went away, and what is slower, and more difficult, but where is the ROI? I get people worked hard to do this, I am not dismissing their effort; bugs can be fixed and in time things will level-off. But what has IMPROVED by this change? Is there a thread on that? Can someone point it out?
4th Level
6th Level
7th level
8th Level
9th Level
Because they lost their buffs, one of the casters had to recast True Seeing for them to target the still Greater Invisible Hakotep, more loss of PC action economy.
I always announce up front in my games that it is always an option for intelligent enemies when it serves their best interests. So if player is down but other threats are there, enemy will weight the option of a coup or leaving the downed PC to engage another based on the threat (how severe is the threat, how far away, etc.) I recall only using it only once, it made perfect sense in the moment, and the PC survived the attempt to turn tables on the attacker.
It stands for Rules As Written, meaning you don't have to go through mental gymnastics to justify it -- the, "rules as already written," account for it. Another one you might see on the boards here is RAI, for, "Rules As Intended," that's relying more on, "even though the rules do not expressly forbid it, it might be a bad idea."
The Crafting rules for PF are pretty durn flexible, there is not much you cannot justify as, "someone else made it, and now you have it." The sword that gives strength is easy enough RAW, though it would be a VERY expensive and valuable item, you are adding a 3rd level spell as a permanent effect, and making it slotless. Staffs are even more problematic. Many (myself included) consider staffs pretty much not worth the effort RAW. Veteran players will usually grudgingly take a staff intending to sell it and get something they REALLY want, almost never to use themselves. I always alter the staff rules in my games to make them more viable to covet. A staff that absorbs spell slots from fallen casters I cannot think of a RAW mechanic where that would be possible, but that does not stop you from doing it - it's your world, go nuts!
Same fun experience with our group. Everyone had a "role" and everyone made an impact. The most hilarious was that my Rogue PC from Dark Sun basically had his mind transferred into an Android Outlaw for the Starfinder game (we retired one setting to start the other), so he was completely lost with jumping from Dark Sun to Space, yet he had the best piloting skills. I'm from a magic-lean and technology non-existent world where metal is so rare a dagger makes you rich, yet I can hot dog around these stars better than any of you gits...
*Thelith, I had a game session last weekend with a new player joining us. That player had never heard of or considered the DM rolling certain checks or saves for the Players and the results being roleplayed out vs. just knowing all dice rolls immediately. Like you, he worried about player agency and was hesitant, but came around. He decided at the end of the game that he is incorporating this into his DMing now, that the play is more descriptive, immersive has more of an element of mystery to it, and saw it as more logical to not have the pass/fail meta-knowledge right in the open in many cases. Not saying, "Therefore you should like it," just saying don't dismiss it so readily. Quite possibly there are others who played this way and it ended horribly with no one having fun - it all depends on the DM and group.
Saw it, liked the humorous moments and eye candy, hated the storyline. Some of the dislikes: Gravity-bombers in space, flying in first gear through molasses. Stupid. The Leia-as-Space-Jesus scene completely jumped the shark. They completely re-wrote everything Luke was about, neutered him, made him whiney and killed him off (yea, let's kill off the LIVING stars that can move the story forward and have the dead one - no disrespect intended - live through the episode.) Mark Hamill has even sounded off on this, stating that, "is not his Luke Skywalker," in the movie. The impetuous Commander who just hours before thought better and decided his people needed to live other day on the salt flats turns completely against that mindset while in space. The Admiral who decided to keep her people COMPLETELY in the dark, having them despair and lose hope (even when directly asked) - WTF? No novice leader would do that, much less a "legendary Admiral." And did the actress wander in from some other movie? That was a ball gown for crying out loud. Suddenly, despite being knocked out for much of the movie and no time to learn, Finn can pilot. Even though the fact that he does not know how is a MAIN PLOT FEATURE in the previous movie. Likes: (to end on a positive note) Glad the under-developed Snoke and Phasma are both out of the series. ALL the porg scenes were awesome, especially showing how they were starting to infest the Falcon. Luke tossing the lightsaber. Poe's delaying tactic with the First Order Admiral, "Look, if he's not available, I'll wait..."
You. Are. Not. Alone. I have incorporated the pantheon into Osirion for MM just fine - they are regional deities with a narrow interest in only their native-born citizens, enough said. I have them as an all-but-forgotten old faith that was close to erased by the various takeovers of Osirion by their neighbors throughout the centuries, now veeeery slowly coming back. I even drafted up a missive on how Anubis, "short-stops," the dead of Osirion birth (wherer they are believers in the pantheon or not) for judgement before they get to Pharasma so there are no conflicts, "in the afterlife." I made the "old faith" pantheon worship w/unjealous gods. Instead of being solo-commited to a specific diety; it would not unhead of for a Priest of Osiris to worship, pray and present offerings to Isis upon the birth of his child. The new faith, you can get specific, but the "old ways" was worship of the entire pantheon.
Same, same... diversity not a goal per say with us either. We do not make a "conscious effort" to force diversity. Skin color is especially only an afterthought that, looking back, is not even described unless the players specifically ask. Notable/identifiable facial or body features are definitely described if present, but specifically saying, "she's white," or, "the group is of mixed human skin tones," does not even come to mind, and would seem forced. Sexual preference has very little place in any of the games I've played, for DM and players, it's just not what we concentrate on.
|