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Red Star Rising: Commentary
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<blockquote data-quote="The_Universe" data-source="post: 2914499" data-attributes="member: 8944"><p>Awesome!</p><p></p><p>Excellent. I am, quite frankly, just enjoying the opportunity to play. Merlin is certainly an amusing character, but I find that I keep forgetting some of his marginal abilities (such as the fact that his blast tracks targets, granting him a second chance to hit if he misses). Aside from being caught off-guard at the Nazi-for-Pinko substitution in the last session, the story seems to be moving along sensibly, and at a fairly comic-book-ish pace. It seems relatively indicative of the genre, as well. Of course, grandiose pronouncements and other, generally villainous dialogue has been largely absent; I would like to see more of that, as my character is also given to grandiose pronouncements. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> In short, well done, and keep it coming! </p><p></p><p> Bear in mind that, if nothing changes whatsoever, I will remain enthralled. I find the sytem wonderfully entertaining, and I think you're doing a great job, even if you consider yourself relatively rusty. </p><p></p><p>Most of my questions/criticisms have to do with the world, overall. Stylistically, you're doing fine from my perspective. M&M has fairly rekindled my love of comic books - if I had more money, I'd be subscribing, again! </p><p></p><p>That being said, I'm still not entirely sure I understand where and how supers fit into the world, exactly - part of that is because we haven't really encountered the "normal" public anywhere, so we have no idea how the non-super populace thinks of us. I mean, the characters might, but we don't. Accordingly, the threats in the game thus far have been directed squarely at our characters, rather than at the wider public with only us to stand in the way of the threat, as is often the case in comics or cartoons - while we certainly have a stake in self preservation, I wonder if some innocents at risk (be they general public, or the PC's families and friends) might add some dramatic depth. Similarly, who are some of the other supers we know of? Obviously, we're not the first generation of gifted individuals (Merlin, himself, is some 40-50 generations removed from the rest of the PCs). Who's died? Who's lived? Who's disappeared? </p><p></p><p>Secondarily, I'm not sure where our little team fits into the world organizationally - we're a sort of independent NATO team, as far as I can gather, but who we ultimately answer to remains hazy. While I don't want an NPC to lead us around by our noses, having a solid "contact" with "the Authorities" might be helpful. In a more general sense, I'm still not certain how NATO commands our loyalties. If indeed we are under NATO authority, rather than our individual nations (who are nevertheless coordinating their activities), we would be both entirely unique (as far as I can tell) and well ahead of our time. If we have individual national commanders in charge of our activities, working as a sort of council, or something, it might be interesting to meet those authorities, and come to some resolution as to why some of us who are decidedly non-military in origin are taking orders from a decidedly military organization. </p><p></p><p>Lastly, I think the team needs a name, of some sort.</p></blockquote><p></p>
[QUOTE="The_Universe, post: 2914499, member: 8944"] Awesome! Excellent. I am, quite frankly, just enjoying the opportunity to play. Merlin is certainly an amusing character, but I find that I keep forgetting some of his marginal abilities (such as the fact that his blast tracks targets, granting him a second chance to hit if he misses). Aside from being caught off-guard at the Nazi-for-Pinko substitution in the last session, the story seems to be moving along sensibly, and at a fairly comic-book-ish pace. It seems relatively indicative of the genre, as well. Of course, grandiose pronouncements and other, generally villainous dialogue has been largely absent; I would like to see more of that, as my character is also given to grandiose pronouncements. ;) In short, well done, and keep it coming! Bear in mind that, if nothing changes whatsoever, I will remain enthralled. I find the sytem wonderfully entertaining, and I think you're doing a great job, even if you consider yourself relatively rusty. Most of my questions/criticisms have to do with the world, overall. Stylistically, you're doing fine from my perspective. M&M has fairly rekindled my love of comic books - if I had more money, I'd be subscribing, again! That being said, I'm still not entirely sure I understand where and how supers fit into the world, exactly - part of that is because we haven't really encountered the "normal" public anywhere, so we have no idea how the non-super populace thinks of us. I mean, the characters might, but we don't. Accordingly, the threats in the game thus far have been directed squarely at our characters, rather than at the wider public with only us to stand in the way of the threat, as is often the case in comics or cartoons - while we certainly have a stake in self preservation, I wonder if some innocents at risk (be they general public, or the PC's families and friends) might add some dramatic depth. Similarly, who are some of the other supers we know of? Obviously, we're not the first generation of gifted individuals (Merlin, himself, is some 40-50 generations removed from the rest of the PCs). Who's died? Who's lived? Who's disappeared? Secondarily, I'm not sure where our little team fits into the world organizationally - we're a sort of independent NATO team, as far as I can gather, but who we ultimately answer to remains hazy. While I don't want an NPC to lead us around by our noses, having a solid "contact" with "the Authorities" might be helpful. In a more general sense, I'm still not certain how NATO commands our loyalties. If indeed we are under NATO authority, rather than our individual nations (who are nevertheless coordinating their activities), we would be both entirely unique (as far as I can tell) and well ahead of our time. If we have individual national commanders in charge of our activities, working as a sort of council, or something, it might be interesting to meet those authorities, and come to some resolution as to why some of us who are decidedly non-military in origin are taking orders from a decidedly military organization. Lastly, I think the team needs a name, of some sort. [/QUOTE]
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