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[CoC d20] Flintlock & Tomahawk
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<blockquote data-quote="Old Fezziwig" data-source="post: 3032833" data-attributes="member: 59"><p><strong>Postgame</strong></p><p>Does anyone have any questions or comments? Is there anything that you'd like to know about the adventure or anything? If you don't mind, I'd love to have some feedback (what was good, what was bad). </p><p></p><p>I can say this much, a lot of what happened was drastically different from what I had written two years ago in Chapel Hill, but this was partially by design. The middle of the adventure was meant to be modular and different every time it was played -- for instance, there was no encounter with a servitor of the Elder Gods on the road; instead, the party had a midnight encounter with wolves, the party's psychic had a few hallucinations, and there was a disjointed encounter with a group of horseman rounding up witches on the way to Salem (something that didn't happen until 1692). Hell, the other party started in Dedham, not Boston, and went right on the road (there was a different hook, which fell flat on its ass when I ran the game before), so there was no encounter with the Native American townsfolk or Iyannough in Natick.</p><p></p><p>The end played a lot similarly to how it did here, save for an actual encounter with the servitor underneath New Warrenton, and one character losing it in the fight with Cale and completely disassociating from reality (thinking he was back in Sicily in the hills overlooking Syracuse, I think).</p><p></p><p><strong>Personal Notes: What Went Well</strong> <ul> <li data-xf-list-type="ul">I liked the characters a lot; I think I'd prefer pregens in the future (if only because it'd be easier to hit the ground running for a one-shot), but the nature of a PbP made it plausible and possible for us to have personally designed characters.</li> <li data-xf-list-type="ul">I loved the road sequence with the exploding coach and Gregory's work with the horses. That whole middle section had some really great RPing from y'all, and it made my life easier.</li> <li data-xf-list-type="ul">The first half of the New Warrenton section, with the zombie assault on the house was fun to run. It works better at a table, but I always love that scene, and you guys ran with it really well.</li> </ul><p><strong>Personal Notes: What Didn't Go As Well</strong> <ul> <li data-xf-list-type="ul">I keyed a little too much of the early part of the adventure on Pitcairne and the astrology. He had made the character, and it really tied into some of my ideas well, but when MummyKitty went MIA, it fubared that part of the adventure. I shouldn't have put that many eggs in that basket. This had the effect of changing the tone of the last section into more of an adventure-type scenario than investigation-type scenario. After all, we had three combat-oriented characters and a man on a very personal revenge mission — I don't think investigation would have made as much sense for those four.</li> <li data-xf-list-type="ul">I was not aggressive enough in hinting at what was really going on in the last sequence. I tried to give y'all two chances to disrupt the ceremony that Cale had started (and ended up interrupting himself, figuring that Hastur would have been all too happy to let him just pick it up where he left off — Hastur wasn't, hence the transformation), but I was far too oblique in those hints, which really led to a bad scene in that last fight. Time waits for no man, but I needed to be more fair with that, and give y'all the chance to get to that last set piece and see Abcott's daughter.</li> <li data-xf-list-type="ul">Again, pre-generated characters are a must, I think, and having new players just jump in on those characters when we rerecruited would have worked far better than new PCs — it would have lent more continuity to the game and kept the plotline from evolving or devolving.</li> </ul><p>In the end, I had a hell of a lot of fun with you two as players; thank you for sticking it out with me to the end. You're always welcome at my virtual game table. </p><p></p><p>And for those of you that couldn't stick it out (Dr. Zombie, Bobitron, MummyKitty, taitzu52, DerHauptman, and WargamerX), I'm sorry y'all couldn't hang in with us, but I did enjoy your characters as they came and went.</p><p></p><p>thanks,</p><p>Nick</p></blockquote><p></p>
[QUOTE="Old Fezziwig, post: 3032833, member: 59"] [b]Postgame[/b] Does anyone have any questions or comments? Is there anything that you'd like to know about the adventure or anything? If you don't mind, I'd love to have some feedback (what was good, what was bad). I can say this much, a lot of what happened was drastically different from what I had written two years ago in Chapel Hill, but this was partially by design. The middle of the adventure was meant to be modular and different every time it was played -- for instance, there was no encounter with a servitor of the Elder Gods on the road; instead, the party had a midnight encounter with wolves, the party's psychic had a few hallucinations, and there was a disjointed encounter with a group of horseman rounding up witches on the way to Salem (something that didn't happen until 1692). Hell, the other party started in Dedham, not Boston, and went right on the road (there was a different hook, which fell flat on its ass when I ran the game before), so there was no encounter with the Native American townsfolk or Iyannough in Natick. The end played a lot similarly to how it did here, save for an actual encounter with the servitor underneath New Warrenton, and one character losing it in the fight with Cale and completely disassociating from reality (thinking he was back in Sicily in the hills overlooking Syracuse, I think). [b]Personal Notes: What Went Well[/b][list][*]I liked the characters a lot; I think I'd prefer pregens in the future (if only because it'd be easier to hit the ground running for a one-shot), but the nature of a PbP made it plausible and possible for us to have personally designed characters.[*]I loved the road sequence with the exploding coach and Gregory's work with the horses. That whole middle section had some really great RPing from y'all, and it made my life easier.[*]The first half of the New Warrenton section, with the zombie assault on the house was fun to run. It works better at a table, but I always love that scene, and you guys ran with it really well.[/list][b]Personal Notes: What Didn't Go As Well[/b][list][*]I keyed a little too much of the early part of the adventure on Pitcairne and the astrology. He had made the character, and it really tied into some of my ideas well, but when MummyKitty went MIA, it fubared that part of the adventure. I shouldn't have put that many eggs in that basket. This had the effect of changing the tone of the last section into more of an adventure-type scenario than investigation-type scenario. After all, we had three combat-oriented characters and a man on a very personal revenge mission — I don't think investigation would have made as much sense for those four.[*]I was not aggressive enough in hinting at what was really going on in the last sequence. I tried to give y'all two chances to disrupt the ceremony that Cale had started (and ended up interrupting himself, figuring that Hastur would have been all too happy to let him just pick it up where he left off — Hastur wasn't, hence the transformation), but I was far too oblique in those hints, which really led to a bad scene in that last fight. Time waits for no man, but I needed to be more fair with that, and give y'all the chance to get to that last set piece and see Abcott's daughter.[*]Again, pre-generated characters are a must, I think, and having new players just jump in on those characters when we rerecruited would have worked far better than new PCs — it would have lent more continuity to the game and kept the plotline from evolving or devolving.[/list]In the end, I had a hell of a lot of fun with you two as players; thank you for sticking it out with me to the end. You're always welcome at my virtual game table. And for those of you that couldn't stick it out (Dr. Zombie, Bobitron, MummyKitty, taitzu52, DerHauptman, and WargamerX), I'm sorry y'all couldn't hang in with us, but I did enjoy your characters as they came and went. thanks, Nick [/QUOTE]
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