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Star Wars Saga: The Dawn of Defiance [OOC Thread]
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<blockquote data-quote="Binder Fred" data-source="post: 5454267" data-attributes="member: 63746"><p>{clink!} <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>I did have fun on this module. Nice interactions, some very well-written posts, good posting rate, steady, commited players and GM, what's not to like? Some - minor - things should ideally be addressed in the next module though. </p><p></p><p>One of those things is the challenge level. Sure we plan well and our teamwork is improving, but I think everone can agree that last battle was sort of anticlimactic. Overall, did anyone seriously think we could loose/be forced to retreat at any point of a combat scene already in progress? (well, there was the bit where Switche's bodyguards almost changed sides on us, granted. That could have turned nasty real quick). They didn't though and we've pretty much breezed through every combat since then... Bail needs to give us jobs that are up to our <u>extreme</u> level of competence <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>The other point has been mentionned by Nebten and Perrin before. It's the *very* linear nature of the module design. Player actions seen to matter little to what's going to happen next, be it for the start of combat conditions of a perticular scene or what the next scene is going to be. Frankly, I wouldn't mind so much if it all held together well to make a good story. Some of the things we're told and the way (some of the) NPCs react just don't make much sense to me though (at this point, Sloor is suppossing the base commander was either insane, staggeringly incompetent and/or under severe outside pressure to act the way he did, possibly a mix of the three). Even base floorplans are apparenlty exercises in linear design: instead of putting in the rooms that *should* be in a realistically operating base, the designers have apparently created completely independant set pieces and placed them there so the players can trigger them individually, with little apparent interaction between rooms. To sum it all up, I've had twitches of that rail-roady feeling here and there during the campaign, which I find acceptable in a game that's trying to give us a "movie" feel, but that base - that base did not give me the feeling of being in a "real", interactive world at all. It... coddled us, and failed to justify that coddling IC. That's bad. If the same guy designed the later modules, I think they need to be gone through with a reality-check knife and a big red pen.</p><p></p><p>... Hope that wasn't too harsh?</p></blockquote><p></p>
[QUOTE="Binder Fred, post: 5454267, member: 63746"] {clink!} :D I did have fun on this module. Nice interactions, some very well-written posts, good posting rate, steady, commited players and GM, what's not to like? Some - minor - things should ideally be addressed in the next module though. One of those things is the challenge level. Sure we plan well and our teamwork is improving, but I think everone can agree that last battle was sort of anticlimactic. Overall, did anyone seriously think we could loose/be forced to retreat at any point of a combat scene already in progress? (well, there was the bit where Switche's bodyguards almost changed sides on us, granted. That could have turned nasty real quick). They didn't though and we've pretty much breezed through every combat since then... Bail needs to give us jobs that are up to our [U]extreme[/U] level of competence :) The other point has been mentionned by Nebten and Perrin before. It's the *very* linear nature of the module design. Player actions seen to matter little to what's going to happen next, be it for the start of combat conditions of a perticular scene or what the next scene is going to be. Frankly, I wouldn't mind so much if it all held together well to make a good story. Some of the things we're told and the way (some of the) NPCs react just don't make much sense to me though (at this point, Sloor is suppossing the base commander was either insane, staggeringly incompetent and/or under severe outside pressure to act the way he did, possibly a mix of the three). Even base floorplans are apparenlty exercises in linear design: instead of putting in the rooms that *should* be in a realistically operating base, the designers have apparently created completely independant set pieces and placed them there so the players can trigger them individually, with little apparent interaction between rooms. To sum it all up, I've had twitches of that rail-roady feeling here and there during the campaign, which I find acceptable in a game that's trying to give us a "movie" feel, but that base - that base did not give me the feeling of being in a "real", interactive world at all. It... coddled us, and failed to justify that coddling IC. That's bad. If the same guy designed the later modules, I think they need to be gone through with a reality-check knife and a big red pen. ... Hope that wasn't too harsh? [/QUOTE]
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Star Wars Saga: The Dawn of Defiance [OOC Thread]
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