[dungeoncrawl] Re: Tuesday Morning Review (comments)

  • From: Johnathan Detrick <jdetrick@xxxxxxxxxxx>
  • To: dungeoncrawl@xxxxxxxxxxxxx
  • Date: Wed, 09 Oct 2002 14:35:54 -0400

    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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