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Dromus (One) OOC Thread
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<blockquote data-quote="Jolmo" data-source="post: 2029771" data-attributes="member: 14908"><p>I'm really enjoying it so far, and hope it will keep going.</p><p> Well I don't particularly like dying, so that should work out well enough <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> Hmnph <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p> I don't know anything about Delta Green, but the rest pretty much fits the image I've gotten of Dromus.</p><p>---</p><p>For some more general comments, I really like the action parts. How much the scene changes with every round; how they aren't just about standing about swinging swords and slinging spells until someone wins; and how they feel challenging enough that a bad decision might well be fatal, but balanced enough that we <em>should</em> be able to overcome, unless bad luck starts playing tricks on us.</p><p></p><p>The only things I've thought of as negative are when it feels like we have too little to work with, like the very beginning of the adventure where we tried to come up with ideas for what to do with the amulet (before you made those big idea posts) or after the first fight when trying to get to the Sheets. I think what made it worse for me was that, from a meta-gaming perspective, we couldn't really fail. I mean the game just wouldn't make any sense if we didn't come up with any plan or get to the tavern. Those situations didn't last long though, so this is really a limited complaint, but it's honestly the only thing I could complain about at all.</p><p></p><p>Combat, I think, work much better now that we're not playing them a full round at a time as it doesn't require as many contingencies. And you rolling all initiatives should save some time, in fact I think you should make all rolls where everyone will make the same kind of roll and we cannot know the results ourselves just from seeing the number; like perception rolls and such.</p><p></p><p>Overall, I very much like the game, the speed is good most of the time, there is a balanced amount of combat, there has been plenty of descriptive text, both before and during the game, so, while I wouldn't mind reading more, I don't think anyone could expect it.</p><p>---</p><p>In the current situation, the reason I didn't make that attack was actually that I didn't think anyone was close enough after having backed up to the gap, Cagthail isn't really reluctant to hurt them, but there wouldn't be any honor in killing a bunch of street toughs so he won't hurt them more than he has to. They seem to be mind controlled or something, and he does consider himself a hero after all, even if it is more important that others do so.</p></blockquote><p></p>
[QUOTE="Jolmo, post: 2029771, member: 14908"] I'm really enjoying it so far, and hope it will keep going. Well I don't particularly like dying, so that should work out well enough ;) Hmnph :p I don't know anything about Delta Green, but the rest pretty much fits the image I've gotten of Dromus. --- For some more general comments, I really like the action parts. How much the scene changes with every round; how they aren't just about standing about swinging swords and slinging spells until someone wins; and how they feel challenging enough that a bad decision might well be fatal, but balanced enough that we [i]should[/i] be able to overcome, unless bad luck starts playing tricks on us. The only things I've thought of as negative are when it feels like we have too little to work with, like the very beginning of the adventure where we tried to come up with ideas for what to do with the amulet (before you made those big idea posts) or after the first fight when trying to get to the Sheets. I think what made it worse for me was that, from a meta-gaming perspective, we couldn't really fail. I mean the game just wouldn't make any sense if we didn't come up with any plan or get to the tavern. Those situations didn't last long though, so this is really a limited complaint, but it's honestly the only thing I could complain about at all. Combat, I think, work much better now that we're not playing them a full round at a time as it doesn't require as many contingencies. And you rolling all initiatives should save some time, in fact I think you should make all rolls where everyone will make the same kind of roll and we cannot know the results ourselves just from seeing the number; like perception rolls and such. Overall, I very much like the game, the speed is good most of the time, there is a balanced amount of combat, there has been plenty of descriptive text, both before and during the game, so, while I wouldn't mind reading more, I don't think anyone could expect it. --- In the current situation, the reason I didn't make that attack was actually that I didn't think anyone was close enough after having backed up to the gap, Cagthail isn't really reluctant to hurt them, but there wouldn't be any honor in killing a bunch of street toughs so he won't hurt them more than he has to. They seem to be mind controlled or something, and he does consider himself a hero after all, even if it is more important that others do so. [/QUOTE]
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