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 > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >