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<blockquote data-quote="Voadam" data-source="post: 9258067" data-attributes="member: 2209"><p>The second half was very much a normal game session with a rules light and setting light game. </p><p></p><p>We had no equipment or powers list, we pretty much made up stuff as we went like PC hay magic items and horse based magic, my first aid kit with antivenom, things the thief had stolen previously and pulled out. I am used to doing a more D&D thing with specific equipment lists and a few unwritten things that make sense and fairly defined power lists for PCs, but this all felt normal. The magic was very open ended but it all felt like it fit, and it was fun.</p><p></p><p>Combat was one roll from each PC involved and quick, failure was not PC death just not success. No hp. I have not done a lot of super rules light so this aspect was a bit of a change from playing Vampire or Shadowrun or D&D.</p><p></p><p>As players we made up a lot of setting elements collaboratively as we went on the fly, interconnections between PCs, the college where all the rookies had been which we referenced learning different powers and techniques and facts at, the mentor mage and rookie mage apprentice connection, horse-human blindness. A comment about one hay based thing (a magic spy glass made out of hay) led to a comment about a horse hat which turned into her being an actual horse or horse headed thing pretending to be a person which tied into her rookie apprentice who jumped in with suffering from horse-human blindness, then later we got the horse mage to turn giant to pull a wagon of people away once she got enough sugar to power her up.</p><p></p><p>The DM seemed to riff on our ideas as well, one of the goats we tried to wrangle for the getaway cart was the inverse of our horse mage, a goat with a human face.</p><p></p><p>So a lot of just riffing and going with it and coming up with stuff to add on and then interacting based on that stuff. A bit more open and collaborative than I am used to in most normal games.</p><p></p><p>I was surprised at how well stuff went with nine players and how much everyone got spotlight time that felt natural.</p><p></p><p>The next classes are going to include a sustained campaign instead of a one shot as the second half of the classes with a reskinned kids on bikes system. I have briefly glanced over the handout and it is a D&D reskin again.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9258067, member: 2209"] The second half was very much a normal game session with a rules light and setting light game. We had no equipment or powers list, we pretty much made up stuff as we went like PC hay magic items and horse based magic, my first aid kit with antivenom, things the thief had stolen previously and pulled out. I am used to doing a more D&D thing with specific equipment lists and a few unwritten things that make sense and fairly defined power lists for PCs, but this all felt normal. The magic was very open ended but it all felt like it fit, and it was fun. Combat was one roll from each PC involved and quick, failure was not PC death just not success. No hp. I have not done a lot of super rules light so this aspect was a bit of a change from playing Vampire or Shadowrun or D&D. As players we made up a lot of setting elements collaboratively as we went on the fly, interconnections between PCs, the college where all the rookies had been which we referenced learning different powers and techniques and facts at, the mentor mage and rookie mage apprentice connection, horse-human blindness. A comment about one hay based thing (a magic spy glass made out of hay) led to a comment about a horse hat which turned into her being an actual horse or horse headed thing pretending to be a person which tied into her rookie apprentice who jumped in with suffering from horse-human blindness, then later we got the horse mage to turn giant to pull a wagon of people away once she got enough sugar to power her up. The DM seemed to riff on our ideas as well, one of the goats we tried to wrangle for the getaway cart was the inverse of our horse mage, a goat with a human face. So a lot of just riffing and going with it and coming up with stuff to add on and then interacting based on that stuff. A bit more open and collaborative than I am used to in most normal games. I was surprised at how well stuff went with nine players and how much everyone got spotlight time that felt natural. The next classes are going to include a sustained campaign instead of a one shot as the second half of the classes with a reskinned kids on bikes system. I have briefly glanced over the handout and it is a D&D reskin again. [/QUOTE]
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