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Story Hour
Mythic GM Emulator & Risus (First Time For Both)
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<blockquote data-quote="Philotomy Jurament" data-source="post: 5583066" data-attributes="member: 20854"><p>AFTER ACTION REPORT</p><p></p><p>Going in, I was cautiously optimistic. Both players were dubious, at first, and the GM Emulator felt a bit awkward to all of us, but after the first scene or two it smoothed out and we were well into the swing of things. I could tell everyone was having a good time during the game, and after we wrapped up both players confirmed that and said they wanted to continue the adventure next time we play. Not bad for a zero prep not-so-serious "let's give it a try" one shot. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>This was also the first time I'd ever run Risus. It's perhaps <em>too</em> rules light for my tastes, but there's no question that it worked well with this style of game. The players were split on Risus. The Dwarf player thought it was okay, but something with a bit more detail/crunch would be better. The Elf player thought Risus was great, and preferred it over using a heavier system.</p><p></p><p>Both players said they liked the way the session was so strongly focused on their characters: bringing in the NPCs they created, breathing unanticipated life into their backgrounds, et cetera. They also liked the completely unexpected twists and turns, and how and adventure came to life out of nothing.</p><p></p><p>I had fun, too. The game felt quite a bit different from my usual RPG sessions, but different isn't necessarily bad. It moved very quickly, and seemed "looser," if that makes any sense. Actually, it felt quite a bit like the times I've played stuff like The Pool, but without as much player control over the twists and turns of the session -- they're interpreting and reacting to events, but not directing them.</p><p></p><p>After we wrap this one up, I'm very curious to see how this would work with a game like MRQII, and with a less lighthearted approach. I think the BRP/d100 system would be an intuitive fit. Combat would be a lot crunchier and more detailed, but I think that would be okay. Also, MRQII combat is deadly, but fights tend to end with enemies being incapacitated or unable to continue more often than outright slain, and I think that would work well with the kind of game the GM Emulator seems to bring about. Lastly, the MRQII character creation system includes background and family generation that is *perfect* for the Mythic's GM Emulator's tendency to inject random characters and threads into the adventure.</p><p></p><p>Anyway, I consider it a success. This is definitely going into my gaming toolbox, and I plan on trying out some different ways of using it. While it's not going to replace my usual approach, I can see the GM Emulator making no-prep gaming a much more common (and satisfying) activity for me. And I can also see using it as a creative tool when I'm prepping for other games. Pretty cool.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 5583066, member: 20854"] AFTER ACTION REPORT Going in, I was cautiously optimistic. Both players were dubious, at first, and the GM Emulator felt a bit awkward to all of us, but after the first scene or two it smoothed out and we were well into the swing of things. I could tell everyone was having a good time during the game, and after we wrapped up both players confirmed that and said they wanted to continue the adventure next time we play. Not bad for a zero prep not-so-serious "let's give it a try" one shot. :) This was also the first time I'd ever run Risus. It's perhaps [i]too[/i] rules light for my tastes, but there's no question that it worked well with this style of game. The players were split on Risus. The Dwarf player thought it was okay, but something with a bit more detail/crunch would be better. The Elf player thought Risus was great, and preferred it over using a heavier system. Both players said they liked the way the session was so strongly focused on their characters: bringing in the NPCs they created, breathing unanticipated life into their backgrounds, et cetera. They also liked the completely unexpected twists and turns, and how and adventure came to life out of nothing. I had fun, too. The game felt quite a bit different from my usual RPG sessions, but different isn't necessarily bad. It moved very quickly, and seemed "looser," if that makes any sense. Actually, it felt quite a bit like the times I've played stuff like The Pool, but without as much player control over the twists and turns of the session -- they're interpreting and reacting to events, but not directing them. After we wrap this one up, I'm very curious to see how this would work with a game like MRQII, and with a less lighthearted approach. I think the BRP/d100 system would be an intuitive fit. Combat would be a lot crunchier and more detailed, but I think that would be okay. Also, MRQII combat is deadly, but fights tend to end with enemies being incapacitated or unable to continue more often than outright slain, and I think that would work well with the kind of game the GM Emulator seems to bring about. Lastly, the MRQII character creation system includes background and family generation that is *perfect* for the Mythic's GM Emulator's tendency to inject random characters and threads into the adventure. Anyway, I consider it a success. This is definitely going into my gaming toolbox, and I plan on trying out some different ways of using it. While it's not going to replace my usual approach, I can see the GM Emulator making no-prep gaming a much more common (and satisfying) activity for me. And I can also see using it as a creative tool when I'm prepping for other games. Pretty cool. [/QUOTE]
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