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Piece of Mind: a d20 Modern horror/sci fi campaign [METAGAME]
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<blockquote data-quote="The Shaman" data-source="post: 2402387" data-attributes="member: 26473"><p>Thank you for letting us know, <strong>James Heard</strong> - much appreciated!Hmmm...I generally like the dynamic that four players bring to a game, but it isn't essential.</p><p></p><p>Let's hear what the others players have to say. One thing to consider is this: do you have all of your team's needs covered with three rather than four? The adventure right now is a lot of intrigue and skulking around, but that may change - for example, <strong>Falkus</strong> hasn't had his day in the sun yet, but I wouldn't recommend tackling the adventure without having Hawk's skills available.</p><p></p><p>One more thing about my GMing style: I don't have a 'plot' or planned encounters for this game. What I have are extensive notes on the bad guys, their goals, and their tactics. Everything that happens in the game is in response to what your characters do and how the baddies respond - there are no real set-piece encounters or 'scenes', only some encounter locations (the baddies' places of operation) and a sort of decision-tree based on what the bad guys do if their plan is exposed or interfered with. This is pretty freeform - your only limits on what your characters can or can't do are in-game considerations, like how many of the bills Dr. Martin is willing to pick up, and even that's not a limitation if your characters decide to pay for something themselves.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2402387, member: 26473"] Thank you for letting us know, [b]James Heard[/b] - much appreciated!Hmmm...I generally like the dynamic that four players bring to a game, but it isn't essential. Let's hear what the others players have to say. One thing to consider is this: do you have all of your team's needs covered with three rather than four? The adventure right now is a lot of intrigue and skulking around, but that may change - for example, [b]Falkus[/b] hasn't had his day in the sun yet, but I wouldn't recommend tackling the adventure without having Hawk's skills available. One more thing about my GMing style: I don't have a 'plot' or planned encounters for this game. What I have are extensive notes on the bad guys, their goals, and their tactics. Everything that happens in the game is in response to what your characters do and how the baddies respond - there are no real set-piece encounters or 'scenes', only some encounter locations (the baddies' places of operation) and a sort of decision-tree based on what the bad guys do if their plan is exposed or interfered with. This is pretty freeform - your only limits on what your characters can or can't do are in-game considerations, like how many of the bills Dr. Martin is willing to pick up, and even that's not a limitation if your characters decide to pay for something themselves. [/QUOTE]
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Piece of Mind: a d20 Modern horror/sci fi campaign [METAGAME]
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