That sounds good. I like that idea. jimkaren@xxxxxxxxxxxx wrote: > Maybe it is a catch-22, and maybe it > isn't, buddy! :) I have one more acorn > of wisdom to share with my fellow > chipmunks on the oak tree of life. > > Sure, the characters all "Qualify" to > become gods. But, one detail I didn't > mention, and failed to specify - the > one thing that I will insist we abide > by when the time comes - is that nature > of the world we create will entirely > depend on who actually creates it. > > What was that I just said? Ok, let me > try again. Let's say that Quasit ends > up being the one who gets things > rolling. Ultimately, he'd decide such > things as at what point the world > begins (protozoa or advanced > renaissance) or how structured/chaotic > society is. This person would > determine if humans dominate, or elves, > or if the forces of evil are mighty and > threatening the rest of the world. > > Only then would the pantheon be > defined. So if someone like Amrikol > decides things, the new gods will find > themselves called upon by worshippers > in a harsh, unforgiving world. If > Ambrosia (yeah right) set things up, it > would be kumbayaa and everything goes. > If Baish set it up, everyone but him > would be a babe. > > So there is something to fight for - > and maybe more than you realize. In > this unique case, and if you think your > characters would, it's perfectly > acceptable for them to ACTIVELY > influence the course of events. If > this means that Gadget needs to > backstab Magnus because he doesn't want > his vision to prevail, then so be it. > > That's what I'm really hoping to see. > I'm not expecting the moon and stars, > but some real sweating bullets on the > part of the characters would make me > feel that all this work was worth it. > > > Okay, I have a quick minute to jump > in here. It took me until now to read > > through all of the emails from > Thursday through today, so I'm going to > > include thoughts from different > conversations into this one email. :) > > > > Let's see: > > > > I have been enjoying Jim's plot very > much. More so than John has been and > > it makes sense based on what Jim and > John both said. I have not been > > getting anxious about what is going > to happen to these guys. Even though we > > are ending the longest campaign we > have ever played. (Even longer for > John, > > Keith and Jim.) > > > > I have greatly enjoyed listening to > the story that Jim has been unfolding > > and thinking about the awesome things > that the characters have either > > witnessed or participated in. I > didn't really think about Penny and > Brain > > on Gadget's world, I mostly thought > about the Gods running rampant and the > > "creatures" that we fought. So, that > part has been great!!! > > > > However, having said that and > relating to something else that Jim > mentioned, > > I almost feel like it doesn't really > matter what we do with this. As Jim > > said, our characters are going to > become Gods, one way or another. It is > > pre-determined, apparently, so it's > almost like we're just putting our > > characters through the paces just to > get to the end. We could almost not > > even try and still get to become > Gods. As Jim said, we are going to have > > fun putting a pantheon together and > that will be very cool, but to me, it > > somewhat takes away from the journey > to get there because we already know > > that we are going to get there. Even > if characters die, they can still > > become Gods. So where is the > challenge? > > > > From my point of view, Jim is telling > a tremendous story that is awesome. > > No question. But, because he (and > we) already know that the characters are > > going to become Gods, he is more > telling a story for the > characters/players > > to hear, rather than weaving an > adventure for the characters to > participate > > in and influence. Does this make > sense? > > > > Don't get me wrong, I am having a > good time playing these guys and the > > interaction between the PC's is > great, but there isn't an overriding > sense > > of danger, simply because we know > that we will succeed in one form or > > another. > > > > So, it's a catch 22 really. If Jim > had proceeded with the plot and let us > > think that there was a very real > chance that we might not become Gods, > then > > it gives it more of a "danger" level > and a sense of urgency. It also causes > > John to get ulcers worrying about how > this campaign is going to end and > > thus, he does not enjoy it as much. > > > > By the same token, with Jim telling > us that "if you have a character > > involved in this, they will become a > God unless you say otherwise", we > > already know that their destiny is > pre-determined. It's like going to a > job > > interview after you've been hired for > the job. You just have to show up and > > act normal and you are set. > > > > Okay, this email got way too long. > I'll talk about my characters and their > > becoming or not becoming Gods in > another email, if I have time. > > > > Suffice it to say that I am having a > very good time with this and the story > > is awesome. > > > > -----Original Message----- > > From: Johnathan Detrick > [mailto:jdetrick@xxxxxxxxxxx] > > Sent: Wednesday, October 09, 2002 > 2:36 PM > > To: dungeoncrawl@xxxxxxxxxxxxx > > Subject: [dungeoncrawl] Re: Tuesday > Morning Review (comments) > > > > > > I think that we have the right > idea. While we may need to cover > > some godly bases (like magic and > such), we can really make our pantheon > > different by focusing more on the > personalities. Quasit might be > > careful planning and forethought; > Gadget might be style; Talon might be > > greed. That sort of thing. > > > > jimkaren@xxxxxxxxxxxx wrote: > > > > > Sort of like Ambrosia - not a > goddess > > > of lust and hedonism, but of > > > freedom/tolerance/beauty. Escrima > (if > > > she got drug into this) might > become a > > > goddess of isolation, loneliness, > and > > > fear (and patron of > shapeshifters). We > > > could have loads of fun with this. > > > > > > > > > > > I had already thought that > > > perhaps Magnus should not be a magic > > > god, > > > > but a god of ambition, power and > > > chaos. That sort of thing. I'm > being > > > > called to a meeting; I'll be back > > > with more afterward. > > > > > > > > jimkaren@xxxxxxxxxxxx wrote: > > > > > > > > > Good - I'm glad to hear it. I > have > > > to > > > > > remind myself to have fun also - > for > > > > > everyone's benefit, sort of see > the > > > > > next session or two as a > departure > > > from > > > > > the norm. > > > > > > > > > > There might be (and might not > be) > > > > > plenty of carnage, but that > comes > > > from > > > > > the freedom of knowing that > we're > > > going > > > > > to have fun putting a pantheon > > > together > > > > > in another few weeks that > involves > > > the > > > > > same characters. > > > > > > > > > > For that purpose, I really do > need > > > to > > > > > tell you/admit two things: > > > > > > > > > > 1. If anyone has a character > that > > > is > > > > > involved with current events > (even > > > if > > > > > they're just hanging around > Sigil) > > > and > > > > > you as a player do NOT want > them to > > > > > become a power, don't use them > next > > > > > time on the mission. Anything > goes > > > > > from the time they leave the > city > > > on. > > > > > > > > > > 2. If you have specific ideas > about > > > > > what type of power you would > like to > > > > > see your character become, also > let > > > me > > > > > know! For example, although > Dennis > > > > > doesn't have any aspirations > towards > > > > > godhood, I have a feeling it's > in > > > his > > > > > future. > > > > > > > > > > To that end, I can already say > that > > > > > he'd of course make a good > patron of > > > > > bards and god of music and > > > literature, > > > > > but also that he'd be a god with > > > some > > > > > sort of pantheonic reference to > > > > > trust/fidelity/loyalty > somehow. It > > > > > would be great to see the > > > characters' > > > > > personality traits mainifest as > > > > > domains, such as giving Magnus > > > domain > > > > > over ambition in addition to > other > > > > > things (even if he doesn't want > to > > > be). > > > > > > > > > > Maybe if we all start thinking > about > > > > > that process, we can put less > > > pressure > > > > > on the current game - that > stuff's > > > > > almost more fun anyway. > > > > > > > > > > So, in closing - what did you > all > > > think > > > > > about Gadget's world? I > thought it > > > > > rocked! > > > > > > > > > > > > > > > > > Sure it helps. Actually, > I > > > would > > > > > have been quite happy had you > been > > > > > > able to stay and talk. I had > > > wanted > > > > > to speak with everyone (you > > > > > > included) to try and figure > out > > > why I > > > > > was not enjoying myself as I > > > > > > thought I should be. > > > Unfortunately, > > > > > you had to leave, and I had > plenty > > > > > > of time to stay. (Brad is > taking > > > > > real-estate classes for the > next few > > > > > > weeks, so he doesn't get home > > > Monday > > > > > nights until about 10:50pm. No > > > > > > reason to rush home.) > > > > > > Yes, I do feel better. > I'm > > > going > > > > > to try next week to just relax > and > > > > > > play as my characters would, > > > instead > > > > > of trying so hard to "win" the > > > > > > game. This does help. > > > > > > > > > > > > > > > > > > jimkaren@xxxxxxxxxxxx wrote: > > > > > > > > > > > > > I almost want to start off > by > > > > > > > saying "when you've been in > this > > > > > > > business as long as I > > > have..." :) I > > > > > > > knew when I left Monday > that you > > > > > guys > > > > > > > had some things to > talk/think > > > about, > > > > > > > and I was glad to give you > that > > > > > time. > > > > > > > I wouldn't have added > anything. > > > > > Just > > > > > > > the fact that John didn't > bolt > > > out > > > > > the > > > > > > > door at first opportunity > was a > > > good > > > > > > > sign that such was the > case. :) > > > > > > > > > > > > > > But seriously, maybe I can > help > > > to > > > > > make > > > > > > > this easier to come to terms > > > with. > > > > > The > > > > > > > first few times we played, > all > > > the > > > > > > > players ended with sort of a > > > high, > > > > > and > > > > > > > I'd go home totally stressed > > > about > > > > > what > > > > > > > I was attempting to do. > That's > > > why > > > > > we > > > > > > > had such serious, sometimes > > > > > > > argumentative conversations > for > > > a > > > > > few > > > > > > > weeks there. > > > > > > > > > > > > > > I've had months to wrap my > mind > > > > > around > > > > > > > the enormity of what we're > > > trying to > > > > > > > transition through, and it > seems > > > > > like > > > > > > > you might be where I was > about > > > the > > > > > time > > > > > > > when Shawn visited. Then > again, > > > > > I've > > > > > > > always kept more > information to > > > > > myself, > > > > > > > giving me the "advance" > dose of > > > > > anxiety. > > > > > > > > > > > > > > But - be of good cheer! I > > > think I > > > > > know > > > > > > > how to phrase this in a way > that > > > > > puts > > > > > > > everything in the proper > light. > > > > > Over > > > > > > > the past few weeks, as I've > > > > > cautioned > > > > > > > people on expectations and > the > > > > > > > possibility of defeat, my > sole > > > > > > > motivation came from a > desire > > > to do > > > > > > > things "right". I wanted > the > > > > > players > > > > > > > to feel that victory was > > > earned, and > > > > > > > not just handed to them. > And I > > > > > valued > > > > > > > what we've all committed to > > > these > > > > > > > characters and this > storyline > > > over > > > > > the > > > > > > > years - I want to end well. > > > Still, > > > > > I > > > > > > > may have gone too far to > protect > > > > > that > > > > > > > desire out of my own > anxiety. > > > > > > > > > > > > > > Here's the bottom line: > > > whoever you > > > > > > > (meaning us, the group, and > > > Shawn) > > > > > want > > > > > > > to have become gods, can. > > > Whatever > > > > > > > pantheon or mythology you > want > > > to > > > > > > > establish, feel free. My > role > > > in > > > > > this > > > > > > > ends the instant the "Big > event" > > > > > takes > > > > > > > place. > > > > > > > > > > > > > > My biggest concern is that > > > everyone > > > > > > > leave their anxiety at the > door. > > > > > I'm > > > > > > > not trying to pigeonhole > > > everyone > > > > > into > > > > > > > ruling a world populated by > > > > > chickens - > > > > > > > I just want to tell a > thrilling > > > > > story > > > > > > > (so try to sit back and > enjoy > > > the > > > > > ride). > > > > > > > > > > > > > > I noticed Monday that > everyone > > > > > tended > > > > > > > to take things a bit too > > > seriously > > > > > > > (again, I've had a part to > play > > > in > > > > > > > that) - distance yourselves > > > from the > > > > > > > story for a second and just > > > think > > > > > about > > > > > > > all the cool, amazing things > > > that we > > > > > > > roleplayed through. Gadget > > > > > restoring > > > > > > > the world - Magnus and > Celane's > > > > > > > showdown - the deceased > > > characters' > > > > > > > difficult decisions when > > > confronted > > > > > by > > > > > > > Kelemvor. > > > > > > > > > > > > > > The next time we play, I > hope > > > to DM > > > > > a > > > > > > > VERY challenging > adventure. The > > > > > Riders > > > > > > > will face their greatest > > > obstacle in > > > > > > > attaining godhood, and may > even > > > > > have to > > > > > > > die on purpose to succeed. > If > > > > > anyone > > > > > > > has a weak stomach by then, > I > > > can > > > > > bring > > > > > > > some dramamine along - but > > > really, > > > > > > > we're not succeeding if > > > everyone is > > > > > too > > > > > > > uptight about the > significance > > > of > > > > > this > > > > > > > to not have fun... > > > > > > > > > > > > > > Did this discussion help > any? > > > > > > > > > > > > > > > > > > > > > > > Ok, I finally have > caught > > > up > > > > > on > > > > > > > my work, and I thought I > would > > > > > respond > > > > > > > to > > > > > > > > Jim's e-mail. My > feelings on > > > the > > > > > > > current plot? I'm honestly > not > > > > > sure. > > > > > > > I spent > > > > > > > > about 30 minutes talking > with > > > Matt > > > > > > > and Damon after Monday's > game > > > > > trying to > > > > > > > > figure out just what my > > > feelings > > > > > > > were. I'm not sure how > much of > > > a > > > > > > > conclusion I > > > > > > > > came to, and I wish Matt > and > > > Damon > > > > > > > had more time free to > respond > > > and > > > > > chat, > > > > > > > so > > > > > > > > they could include their > > > feelings. > > > > > > > As it is, I'll try and > speak as > > > > > > > accurately > > > > > > > > as possible. > > > > > > > > Monday night didn't > gel > > > with > > > > > me, > > > > > > > and it's really weird. The > > > first > > > > > few > > > > > > > times > > > > > > > > we played this plot, with > the > > > > > Riders > > > > > > > going after the power, I was > > > > > psyched to > > > > > > > > high heaven. Jim did > such a > > > > > > > tremendous job, and I was > loving > > > > > every > > > > > > > minute of > > > > > > > > it. But the last few > sessions > > > > > have > > > > > > > been less exciting for me > and > > > I'm > > > > > not > > > > > > > sure > > > > > > > > why. I tend to think > it's a > > > > > > > combination of quite a few > > > things. > > > > > One > > > > > > > of them is > > > > > > > > a feeling of anxiety. We > are > > > > > > > bringing to an end the > > > adventures > > > > > of a > > > > > > > group of > > > > > > > > characters we have played > for > > > > > over a > > > > > > > decade (or at least, > bringing > > > their > > > > > > > mortal > > > > > > > > adventures to an end). > While > > > the > > > > > > > characters will continue as > > > NPCs and > > > > > > > potential > > > > > > > > background material, they > will > > > > > never > > > > > > > be played again. What we > are > > > doing > > > > > is a > > > > > > > > major thing, and I am > honestly > > > > > > > concerned about how it will > turn > > > > > out. > > > > > > > Jim has > > > > > > > > dropped countless hints > that > > > > > things > > > > > > > may not turn out the way we > want > > > > > them > > > > > > > to, > > > > > > > > and we should be prepared > for > > > > > > > anything, and as he dropped > > > more and > > > > > > > more, I > > > > > > > > became more and more > > > concerned. > > > > > How > > > > > > > is this going to end? > > > > > > > > Of course, there is > > > always an > > > > > > > element of uncertainty in > > > anything > > > > > we > > > > > > > do. But > > > > > > > > what Jim does now closes a > > > rather > > > > > > > large chapter in our > history. > > > Not > > > > > > > knowing > > > > > > > > what characters will be > > > affected > > > > > and > > > > > > > how they will be affected > > > bothers > > > > > me. I > > > > > > > > find that I'm not enjoying > > > myself, > > > > > > > but instead worrying about > the > > > > > outcome > > > > > > > of > > > > > > > > every single encounter and > > > every > > > > > > > single decision. I'm > concerned > > > > > that we > > > > > > > will > > > > > > > > make a wrong turn, and > > > catastrophe > > > > > > > will ensue. > > > > > > > > Personally, I'm just > > > ready for > > > > > > > the plot to be over, so I > can > > > > > breathe a > > > > > > > sigh > > > > > > > > of relief, and move on to > > > > > something > > > > > > > else. It's weird, because > I'd > > > like > > > > > to > > > > > > > move > > > > > > > > back to the Sigil or to > the > > > lower > > > > > > > level group of Riders where > I > > > play > > > > > > > Quincy and > > > > > > > > Ilana. Why? Because I > don't > > > > > care as > > > > > > > strongly what happens to > those > > > > > > > > characters. If they die, > if > > > the > > > > > DM > > > > > > > turns them into chickens, if > > > their > > > > > arms > > > > > > > fall > > > > > > > > off, no matter what > happens, > > > it's > > > > > not > > > > > > > nearly as important as my > > > feelings > > > > > about > > > > > > > > the current Riders. > > > > > > > > Does this make sense? > > > > > > > > > > > > > > > > Jim and Karen wrote: > > > > > > > > > > > > > > > > > So, what did you guys > think > > > of > > > > > last > > > > > > > night? To be honest, it > was my > > > > > favorite > > > > > > > > > night of this entire > story > > > > > line - I > > > > > > > loved developing Gadget's > > > supporting > > > > > > > > > cast, and enjoyed > seeing the > > > > > > > results of tons of > groundwork > > > come > > > > > to > > > > > > > light > > > > > > > > > (like introducing > Kolyarut- > > > 13 > > > > > > > several months ago, and > having > > > Dr. > > > > > Klaw > > > > > > > defend > > > > > > > > > himself by taking > advantage > > > of > > > > > the > > > > > > > Riders' problems with the > gods). > > > > > > > > > > > > > > > > > > I also loved giving > Gadget a > > > > > chance > > > > > > > to take on his arch-enemy > mano- > > > a- > > > > > mano, > > > > > > > > > and he did great. I > still > > > can't > > > > > > > believe how well he kicked > > > Klaw's > > > > > butt! > > > > > > > > > The neat thing was, they > > > fought > > > > > in > > > > > > > a virtual world, where > Klaw's > > > > > > > > > artifact-granted godly > > > powers > > > > > were > > > > > > > worthless. Gadget had a > neat > > > moment > > > > > > > > > where he disrupted a > > > > > transmission > > > > > > > from the mechanical > Kolyarut-13 > > > to > > > > > Klaw > > > > > > > by > > > > > > > > > disrupting the stream of > > > 1's and > > > > > > > 0's with his hand. > > > > > > > > > > > > > > > > > > All of the players did a > > > great > > > > > job > > > > > > > with their characters - they > > > seemed > > > > > real > > > > > > > > > to me. And John, I > hope you > > > > > didn't > > > > > > > worry about my problems > DMing > > > > > > > > > spellcasters (I know we > > > joked > > > > > about > > > > > > > it a lot), but I was fine. > > > Everyone > > > > > > > > > really put their all > into > > > it, > > > > > and > > > > > > > it resulted in a great game. > > > > > > > > > > > > > > > > > > Still, I had a hunch > that > > > people > > > > > > > weren't really totally > enjoying > > > > > > > themselves, > > > > > > > > > but I couldn't figure > out > > > why. > > > > > > > Matt, seemed a bit bored > with > > > his > > > > > > > > > characters; John and > Damon > > > both > > > > > > > seemed like they had a lot > on > > > their > > > > > > > minds. > > > > > > > > > Was it just a stressful > day > > > for > > > > > > > everyone, or did my buddies > > > have a > > > > > > > common > > > > > > > > > concern regarding the > plot > > > or > > > > > game? > > > > > > > > > > > > > > > > > > Felt it was worth > asking - > > > not a > > > > > > > major deal, but better than > > > leaving > > > > > it > > > > > > > go > > > > > > > > > unremedied. Ok, enough > > > babble > > > > > from > > > > > > > me! :) > > > > > > > > > > > > > > > > > > Jim > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >