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Worldres' Zeitgeist Campaign
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<blockquote data-quote="RangerWickett" data-source="post: 9208015" data-attributes="member: 63"><p>This is amazing. I love all the art. I need to get around to reading the longer pieces. And I'm honored to have something I wrote get even a comparison to the ending of The Good Place. God that show was amazing.</p><p></p><p>I am curious if, like, any of the action sequences in the later adventures were well-appreciated by your group. I agree that a lot of fights kinda end up going the same way regardless of the characters involved, and that the focus on player decisions in the world is more interesting. But I do like a big set piece battle.</p><p></p><p>Personal anecdote: Calily is named for a friend of mine from, wow, 8th grade in 1996? One day on a field trip, she overheard me and two of my friends talking about D&D, and she decided to make a character on the bus, though I guess teenage awkwardness meant we never actually met up to play. But I kept that character as an NPC who started as a sidekick in The Night Below campaign and has now appeared in, like, 5 different campaigns I've run. I used her as a template for the personality of NPC Calily.</p><p></p><p>Congrats on getting your players to cry. I think the only time I've experienced that was when my GM had a villain create, like, a time clone of the daughter I <em>would</em> have had if my character's pregnant wife hadn't been blasted and nearly killed. Lots of complicated emotions there. But most of my gamer friends are not the sort to be emotionally vulnerable during D&D.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 9208015, member: 63"] This is amazing. I love all the art. I need to get around to reading the longer pieces. And I'm honored to have something I wrote get even a comparison to the ending of The Good Place. God that show was amazing. I am curious if, like, any of the action sequences in the later adventures were well-appreciated by your group. I agree that a lot of fights kinda end up going the same way regardless of the characters involved, and that the focus on player decisions in the world is more interesting. But I do like a big set piece battle. Personal anecdote: Calily is named for a friend of mine from, wow, 8th grade in 1996? One day on a field trip, she overheard me and two of my friends talking about D&D, and she decided to make a character on the bus, though I guess teenage awkwardness meant we never actually met up to play. But I kept that character as an NPC who started as a sidekick in The Night Below campaign and has now appeared in, like, 5 different campaigns I've run. I used her as a template for the personality of NPC Calily. Congrats on getting your players to cry. I think the only time I've experienced that was when my GM had a villain create, like, a time clone of the daughter I [I]would[/I] have had if my character's pregnant wife hadn't been blasted and nearly killed. Lots of complicated emotions there. But most of my gamer friends are not the sort to be emotionally vulnerable during D&D. [/QUOTE]
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