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<blockquote data-quote="Retreater" data-source="post: 9417950" data-attributes="member: 42040"><p>I was initially concerned that we'd have 8 players. Early on, we had several players drop out, bringing us to a more manageable core of 5 players with a 6th player who would drop in about the half the time (as her work schedule would allow). </p><p></p><p>Believe me, I did regularly check in if they were having fun. I would've been ready to move on the instant the players were ready. But every time I asked, I'd get responses that they were enjoying it, with specific comments such as:</p><ul> <li data-xf-list-type="ul">"I like the way my character sheet is laid out (with the Power Cards)."</li> <li data-xf-list-type="ul">"I feel like a badass."</li> <li data-xf-list-type="ul">"The fights are so well balanced (compared to 5e.)"</li> <li data-xf-list-type="ul">"I can heal and do other stuff."</li> <li data-xf-list-type="ul">"Spell slots (from 5e and other editions) never made sense to me. I like this better. (The AEDU format.)"</li> </ul><p></p><p>The teenagers don't have computers - they have cellphones.</p><p></p><p>And to get it installed on the other adults' computers would've required getting them into secret groups online, downloading programs of questionable legality, and then walking them through it every step of the way when they don't understand how to make characters to begin with. All this on top of I was lucky to have them even think about the game while I was running it - what hubris would it have been for me to think they'd have taken the time to level up their characters and print them in between sessions? </p><p></p><p></p><p>By the time it got painfully awful, there was a mere three months or so to go. I wanted to "tough it out" to get a decent send-off to the kids going away to college. And keep in mind the player who was the biggest proponent of the system was my wife - and any time I suggested ending the campaign prematurely, she got upset. So that was a factor as well.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9417950, member: 42040"] I was initially concerned that we'd have 8 players. Early on, we had several players drop out, bringing us to a more manageable core of 5 players with a 6th player who would drop in about the half the time (as her work schedule would allow). Believe me, I did regularly check in if they were having fun. I would've been ready to move on the instant the players were ready. But every time I asked, I'd get responses that they were enjoying it, with specific comments such as: [LIST] [*]"I like the way my character sheet is laid out (with the Power Cards)." [*]"I feel like a badass." [*]"The fights are so well balanced (compared to 5e.)" [*]"I can heal and do other stuff." [*]"Spell slots (from 5e and other editions) never made sense to me. I like this better. (The AEDU format.)" [/LIST] The teenagers don't have computers - they have cellphones. And to get it installed on the other adults' computers would've required getting them into secret groups online, downloading programs of questionable legality, and then walking them through it every step of the way when they don't understand how to make characters to begin with. All this on top of I was lucky to have them even think about the game while I was running it - what hubris would it have been for me to think they'd have taken the time to level up their characters and print them in between sessions? By the time it got painfully awful, there was a mere three months or so to go. I wanted to "tough it out" to get a decent send-off to the kids going away to college. And keep in mind the player who was the biggest proponent of the system was my wife - and any time I suggested ending the campaign prematurely, she got upset. So that was a factor as well. [/QUOTE]
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