[dungeoncrawl] Re: Tuesday Morning Review (comments)

  • From: Damon Kline <damon.kline@xxxxxxxxxxxxxxxxxx>
  • To: "'dungeoncrawl@xxxxxxxxxxxxx'" <dungeoncrawl@xxxxxxxxxxxxx>
  • Date: Wed, 9 Oct 2002 15:53:23 -0400

That's a cool idea.  However we do it, I think it is going to be so cool
when we are done!!!

-----Original Message-----
From: jimkaren@xxxxxxxxxxxx [mailto:jimkaren@xxxxxxxxxxxx] 
Sent: Wednesday, October 09, 2002 11:40 AM
To: dungeoncrawl@xxxxxxxxxxxxx
Subject: [dungeoncrawl] Re: Tuesday Morning Review (comments)

Absolutely!  It's funny that we wrote 
almost exactly the same email.  One 
clarification, though - we're really 
waiting on the whole "world shaping" 
thing.  A character who died in the 
first round of combat next time we play 
could become a greater power, if their 
personality provides enough 
justification for that.

For example, if I look at my own 
characters, Dennis and Escrima are more 
goal-oriented than Ambrosia.  She'd be 
a lesser power than the other two.  
Same with Nelik - even though he's not 
as ambitious as Cinilac, I see him 
having stronger opinions about how the 
world should be.  Does that help?  We 
as a group will be defining the 
pantheon for the most part - not one 
person.  

We might even settle some things by 
voting.

 I really can see people that have come 
along with Magnus so far, sort of
> sticking it to him when it comes time 
to "take the role of Greater Power".
> Then again, I'm sure Magnus has 
thought of this as well and is prepared 
for
> it, but wouldn't that start the world 
off really interestingly?  Gadget
> attempts to rest the power from 
Magnus so that the arrogant elf doesn't 
have
> the chance to shape the world.  But, 
Magnus expected such an attempt and
> took precautions, so Gadget fails.  
Now, Gadget still becomes a power.  How
> does this affect the "goings on" on 
the world?  What if, after Gadget's
> failure, Shelensia steps in and takes 
the power?  Now, how does that change
> things?
> 
> Don't get me wrong Jim, I think 
you've done a great job so far and the
> outcome isn't totally predetermined, 
but it's more a matter of determining
> the hierarchy in our divine food 
chain.  We all know that we will have a
> place, we just don't know how high or 
low we are going to be.
> 
> But, I also see your point about 
being the "creator" of the world.  
Whoever
> gets the main power, will have the 
ability to shape the world.  That is 
very
> interesting.  What if Magnus creates 
the world and makes elves the dominant
> race, while making drow almost non-
existent or worse, sub-servants to the
> elves!!  How will Quasit and 
Shelensia react?  Could be interesting.
> 
> -----Original Message-----
> From: jimkaren@xxxxxxxxxxxx 
[mailto:jimkaren@xxxxxxxxxxxx] 
> Sent: Wednesday, October 09, 2002 
11:11 AM
> To: dungeoncrawl@xxxxxxxxxxxxx
> Subject: [dungeoncrawl] Re: Tuesday 
Morning Review (comments)
> 
> 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
> > > > > > > >
> > > > > > > >
> > > > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > >
> > > >
> > > >
> > 
> > 
> > 
> > 
> > 
> 
> 
> 
> 
> 
> 





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