[AU] Siege on Ebonring Keep - OOC


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With regards to Rybear's note in the main thread, just wanted to say that I am very much enjoying the game and looking forward to getting into the meat of the adventure.

All of my online games so far have been rather short lived so its good to see one last so long.

Also, don't be afraid to push us a long a bit faster... In an online game I don't think we need to stop for each new NPC to introduce ourselves. ;)
 

Going to Bermuda for a business conference (really!) then LA through Feb. 16. I should have access to the internet. Assuming so it shouldn't affect things too much at all. If I'm suddenly not posting, you'll know why.
 

Hi, all. I want to apologize for doing this, but I've come to think that I might be spending too much time on-line. There are some things that are more important to me than the Internet, and I think that I've lost track of that to some degree. Thank you, all, for a good time, and I hope you enjoy the rest of the game.

Best,
Nick
 

Bummer. I understand the feeling, though.

It's been a pleasure playing with you and I wish you the best in your "outside the internet" life.
 

Looks like we're at a point where we should take stock of the game and decide how to proceed. KL is stepping down and both garyh and Galbraith have been absent for quite some time now. I'll check with Galbraith (as I work with him) to see if he's going to stay in or not. I suspect not, as he doesn't otherwise have much enthusiasm for visiting these boards, but I don't want to speak for him.

That leaves us with three active players - cordo, mirth, and rangerjohn.

I'm contemplating a couple options and would like your feedback and input:

1 - Press on with the game, possibly recruiting another couple players to backfill the attrition. These could fill in existing characters or create new, as we're in a very convenient spot to add new players.

2 - Press on with the remaining active players and try to tweak the module so as to not result in a wholesale slaughter.

3 - Continue with the characters, but depart from the module into original material. I mention this in part because I've never been real fond of running modules. Generally, I find myself forgetting or overlooking details that might have been important...or just finding things (NPC motivations in particular) that are implausibly difficult to "sell". The more I read this module, the less I like certain aspects of it. It's still workable, just with the emphasis on "work".

4 - Drop the game altogether.


Personally, I'd rather not go for #4. I like the characters we've got and many months have already been invested into the game. The other three options all have potential.

Thoughts?
 

Sorry to see you go KL, but I completely understand.

As for the game, I'm still in. I say we try to recruit new players and if that doesn't work we move on with the originals. Also, if you feel like changing from the module Rybaer, go ahead. You're the DM, do what you want. Keep the elements you think are cool, throw out the rest, or throw out the whole thing if it sux.

That's my opinion on things...

Mirth
 

I like Mirth prefer a combination of the three. We should recruit new players and play the game the DM prefers. If its not fun for the DM, it won't be fun for the players. As for the module, I don't know the material. I just like the game world. If Rybear think he can do better, I say give it a go. :)
 
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Okay, 2 votes so far to press on - recruiting more players and going wherever the heck I wish. I spoke with Galbraith and he's going to drop out as well.

I haven't quite decided whether I'll press on with the module's storyline, adjusting as I see fit, or just veer off in another direction. Either way, I guess I'll open this thread back up to recruiting and see who we can pull in. I expect that'll take at least a few days.

One other thing. Feel free to give me feedback about the style and pace of the game - things you like and things you think could be done better. I've set a personal goal to push things along faster by making some assumptions about the characters' actions in non-critical junctures and transitions.
 

One more thing. I don't have the exact XP totals earned so far, but let's bump all of you up to...oh, say, 1,400XP. Go ahead and advance to second level. Mirth - you can finally get that level of greenbond, if you're still leaning that way. I'll have the new recruits start at 1,101 - giving y'all a little edge for having stuck it out from the beginning.

Hp's are 1/2 of your hit die, plus one. (d6 = 4, d8 = 5, etc)
 

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