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Buying games to better enjoy live plays?
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<blockquote data-quote="MNblockhead" data-source="post: 9689928" data-attributes="member: 6796661"><p>It can be hard to manage, but some live plays do a good job providing entertaining improv while also engaging and discussing the rules. </p><p></p><p>Godsfall in its early seasons was good at this, the DM would make and explain a ruling quickly without turning the game into a slog and would do cut ins to explain where he was wrong about the rules. They spent an insane amount of work editing it, so it was far less disruptive than it sounds like. I am fed up with creator because of a terribly managed Kickstarter, but the early seasons of the podcast were a good way to learn 5e in the early days of that system. </p><p></p><p>The absolute best in managing crunch with a thespian play style, IMO, is The Glass Cannon Podcast's Rise of the Runelord's Pathfinder campaign. One of the players (not the GM) was the designated rules lawyer, and they would occasionally break out into a rules lawyer segment. It helped that the player had a very solid understanding of the PF1e rule system and that the entire cast were funny and entertaining about it. There was a DM v. players dynamic that actually managed to be entertaining, instead of cringe. At the same time their was some excellent role-playing/acting, mostly humorous but occasionally very moving. It was a great, long lasting live play campaign. None of their other campaigns were able to hook my interest like the first one, which was just the perfect recipe for me. </p><p></p><p>I'm currently listening to the Grim Podcast of Perilous Adventure's play through of the WFRP4e The Enemy Within campaign. It has the feel of a group of (very entertaining) friends letting us sit in on their campaign. They somehow manage to capture the frustration of a DM trying to interpret rules in response to player shenanigans in an way that is not disruptive to the story. It is my favorite WFRP live play, though it may be a bit too slapstick for some folks.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9689928, member: 6796661"] It can be hard to manage, but some live plays do a good job providing entertaining improv while also engaging and discussing the rules. Godsfall in its early seasons was good at this, the DM would make and explain a ruling quickly without turning the game into a slog and would do cut ins to explain where he was wrong about the rules. They spent an insane amount of work editing it, so it was far less disruptive than it sounds like. I am fed up with creator because of a terribly managed Kickstarter, but the early seasons of the podcast were a good way to learn 5e in the early days of that system. The absolute best in managing crunch with a thespian play style, IMO, is The Glass Cannon Podcast's Rise of the Runelord's Pathfinder campaign. One of the players (not the GM) was the designated rules lawyer, and they would occasionally break out into a rules lawyer segment. It helped that the player had a very solid understanding of the PF1e rule system and that the entire cast were funny and entertaining about it. There was a DM v. players dynamic that actually managed to be entertaining, instead of cringe. At the same time their was some excellent role-playing/acting, mostly humorous but occasionally very moving. It was a great, long lasting live play campaign. None of their other campaigns were able to hook my interest like the first one, which was just the perfect recipe for me. I'm currently listening to the Grim Podcast of Perilous Adventure's play through of the WFRP4e The Enemy Within campaign. It has the feel of a group of (very entertaining) friends letting us sit in on their campaign. They somehow manage to capture the frustration of a DM trying to interpret rules in response to player shenanigans in an way that is not disruptive to the story. It is my favorite WFRP live play, though it may be a bit too slapstick for some folks. [/QUOTE]
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