[dungeoncrawl] Re: Tuesday Morning Review (comments)

  • From: Damon Kline <damon.kline@xxxxxxxxxxxxxxxxxx>
  • To: "'dungeoncrawl@xxxxxxxxxxxxx'" <dungeoncrawl@xxxxxxxxxxxxx>
  • Date: Wed, 9 Oct 2002 15:28:49 -0400

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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